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Messages - NecroRebel

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2371
The ramp is nonfunctional because it doesn't have a wall adjacent to it. Thus, you have no access, and so the game gives a blocked message.

To have such a design, you're going to have to put the access ramps next to a wall. However, you can have a tower that is supported only by a single support if you make it so that the ramp assembly with its adjacent walls doesn't support the tower. For example, something like this:

Code: [Select]
Z-level +0/ground floor
+++++
+++++
++I++
+++++
+++++
+++++
+===+
+^^^+



z-level +1/first floor
.....
.+++.
.+++.
.+++.
.GGG.
.GGG.
.+++.
.vvv.

Where +s are floors, =s are walls, ^s are up-ramps, .s are open space, Gs are a retracting bridge, and vs are down ramps. The tower can be extended endlessly, of course, in every direction, but if the support "mysteriously" disappears, it'll come crashing down because the access ramps don't hold it at all, since bridges don't transfer support.[/code]

2372
DF Gameplay Questions / Re: Well question
« on: March 20, 2010, 12:32:25 am »
People in general probably think it doesn't work for the same reason I thought it didn't work. They read the forums, see someone who claims it doesn't work, see other people (who are also working off hearsay) claim that it doesn't work, then think, "Oh, it doesn't work," and the mistake enters the common wisdom of the community.

There's someone who has a quote about the wiki reflecting passive memes and rumor rather than true Dwarven Science in their signature... It would appear that this is one case where that signature is all-too-correct.

2373
DF Gameplay Questions / Re: How do you win Dwarf fortress?
« on: March 20, 2010, 12:14:50 am »
It goes until you stop it, either intentionally or by accident.

It's a "sandbox" game; there are many such games in existence, none of which have a defined "win" condition, so you can play until you don't want to play anymore. It's nice in some ways, though some people find such games annoying because they don't have a pre-defined goal to strive for.

2374
DF Gameplay Questions / Re: Well question
« on: March 19, 2010, 11:37:14 pm »
I'm glad you tested that for me, since I'm pretty sure I've never done it myself  ;D I thought I had seen someone sometime say that their wells didn't work when the top level wasn't deep enough, and other people chiming in to say that that never worked, which is why I said that. I was going to go test it myself, but don't have an active fort at the moment so it was going to take a while.

2375
DF Gameplay Questions / Re: The Little Questions Thread
« on: March 19, 2010, 11:33:17 pm »
You might have a slightly weird embark... While I've never tried it myself, it's possible that you might be able to choose every material your civ has access to on embark, but only the materials the parts of your civ that has access to you has access to afterwards. I realize that's confusing, so I'll give an example of what I'm thinking.

This would be something like your civ has outposts on both the inside and outside of a big valley, enclosed and thus inaccessible on all sides by mountains. You embark inside the valley. When you're embarking, you have access to the resources from both the inside-valley and outside-valley outposts. When your liaison arrives, you can only order resources from inside the valley, since the outside-valley ones don't have access.

I'm not sure that that's even possible, of course, but it would be a DF-logic logical reason why it would work the way you've seen.

2376
DF Gameplay Questions / Re: Some Newbie Questions
« on: March 19, 2010, 11:28:37 pm »
Anvils are classed as furniture, thus they will be stored in an appropriate furniture stockpile. However, each piece of furniture takes a full stockpile square, so if there is something on each square of your everything stockpile already (rocks especially) the anvil won't be stored.

Platinum nuggets are similar, except that they are classed as stone, specifically metal ore. Like furniture and wood logs, each stone takes up a full stockpile square.

You can't build back natural stone walls, but you can construct walls (b-C-w) in their place that look very similar unless they original stone is engraved. As a more advanced technique, if you can put magma and water in the same square both will disappear and leave a wall of "natural" obsidian in their place.

Bauxite isn't technically an ore, and in vanilla there isn't a good way to do that. For true ores and other economic stones, if you go into the z-status menu's stone list it'll list all of the ores and economic stones, most of which will be in red. If you scroll to one and hit enter, it will become green, allowing its use for construction. Hitting enter again turns it off. Unfortunately, most types of stone are not economic and are not on this list, so they can't be switched on and off.

There is a mod, however, that does make every stone economic by creating a custom reaction that uses every stone. I unfortunately keep losing my link to it so I don't have it myself, but it also usually requires a regen unless you can figure out how to mod an existing reaction (not hard, just have to know where to look and how). It isn't a perfect solution, either, since it's still all-or-nothing as far as uses for most stone goes, but is better than nothing sometimes.

2377
DF Modding / Re: Playing as other races
« on: March 19, 2010, 04:05:04 pm »
All entities have different weights given to different name-types in the random name generator, so if you've got both dwarves and gnomes and you know that dwarves cull plant-related names and gnomes select for plant-related names, you could look for a civilization that has a plant-related name. That's confusing, I know, but essentially, it's just that the types of name different races have are different, even translated, so if you see an odd name out on the list of available civs, it's probably a different race.

Or, you could go into the entity_default text file in dwarffortress/raw/objects, find the entry labeled MOUNTAIN, and remove [CIV_CONTROLLABLE] from it. If your gnomes then have that tag, they'll be playable and dwarves won't.

2378
DF Gameplay Questions / Re: Well question
« on: March 19, 2010, 03:58:33 pm »
Only the top level of water is counted for wells' activity. So, in your diagram there, the well wouldn't function due to having only 2/7 water beneath it.

2379
DF Gameplay Questions / Re: Machine Power for Floor Spikes?
« on: March 18, 2010, 03:34:01 pm »
No; you're going to have to build a repeater, since floor spikes cannot take power.

A repeater is just a device that triggers, turns off, and returns itself to its start position before triggering again, repeatedly. There's a fairly simple water-based repeater on the wiki that triggers every ~300 steps. Unfortunately, this design requires a vast amount of water to continue working for any length of time, so probably isn't right for you.

You can also use a creature-based repeater, which is also described on the wiki, but no specific design. You'll have to figure it out yourself, in other words, but it shouldn't be terribly difficult. For instance, build something like this:

Code: [Select]
=============
H^+++D^D+++^H
=============

Where the Hs are floor hatches over open space, the ^s directly adjacent to the hatches are pressure plates linked only to the floor hatch adjacent to them, and the ^ is a pressure plate linked to your altar's spikes. The Ds are doors, linked to a lever outside the repeater, which are kept open most of the time; this lever lets you shut off the repeater. Drop a creature that will trigger the plates in, and away it goes.

This works on the principle that the creature inside will attempt to escape, path out one way, hit the pressure plate on that side thus sealing its path, forcing it to try to path out the other way, where it seals the other side (while the first opens again due to the plate switching off) and forces it to repath to the first side. Every time it goes through this cycle, it will also walk over the middle plate, thus triggering the spikes.

2380
DF Gameplay Questions / Re: The Little Questions Thread
« on: March 15, 2010, 08:16:46 pm »
the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag added to the entry of dwarves (under 'mountain') in entity_default in the raws folder will allow your dwarves to butcher intelligent enemies they kill, and [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] will just let them butcher whoever they please.
No it doesn't. I've been playing cats for the past couple of months, who have those ethics, and cannot butcher sapients.

2381
DF Modding / Re: Playing as Goblins?
« on: March 15, 2010, 08:15:07 pm »
Ok I'm going to wander off topic here for a minute.

Would [PET_EXOTIC] work as well as [PET] for allowing Goblins to bring Beak Dogs when on the attack? Would this also be why they don't bring trolls?
Well, the answer to the question Kamudo was asking was different from the reason why goblins don't ride Beak Dogs. Goblins don't have the [COMMON_DOMESTIC_MOUNT] token, so they don't use mounts at all. I'm about 60% certain that Beak Dogs would need [PET], too, or [PET_EXOTIC] if goblins had [USE_ANY_PET_RACE].

The problem is that I don't think that you can limit them from coming mounted on horses, too, without shenanigans involving the [GOOD] token and adding [USE_GOOD_ANIMALS] to anyone you want to use horses.

As to why they don't bring trolls, I have no idea. My idea as to why they don't ride beak dogs is, as mentioned, the fact that they ride nothing due to lacking [COMMON_DOMESTIC_MOUNT], but I don't know of any tag that would make a civ bring another non-mount race, so that doesn't explain the lack of trolls.

If I delete the Data/Object files, will they replace themselves with the updated Raws when I load up the game up? Or, how does that work?
Yeah, every file in the data/objects file is game-usable versions of the raw/objects folder. Clearing it when you mod prevents duplicate entries and some other things, which can cause Bad Stuff to happen, but is totally painless.

Quote
Edit: Well, I edited the raws n stuff successfully. But I can't embark with Beakdogs. At least I have other animals available now though. So, I'm just gonna play for a bit and see how things work.
It's possible that your civ simply isn't in a location where it has access to beak dogs. They spawn only in marshes, and goblins normally spawn only in mountains, so you're actually fairly unlikely to see them without changing their biome tokens.

2382
DF Modding / Re: Playing as Goblins?
« on: March 15, 2010, 07:25:25 pm »
Oh, thank you NecroRebel. That sums it up well. I'll just have to embark somewhere with a lot of fish and meat. And, [BONECARN] tag makes them eat bones? That's what it looks like you wrote.
I've never tried [BONECARN] creatures myself, but from what I hear, such creatures will indeed occasionally decide to eat a bone/stack of bones instead of "real" food. Apparently they'll also occasionally choke on it, so you might want to switch it to just [CARNIVORE] instead.

You'll have to learn how to manage livestock if you're going to play a carnivorous race, though. A couple of pieces of advice: first, meals are edible if they have even one edible part in them, so while your goblins won't eat roasts made from 4 tallow or plant products, even 1 meat used as an ingredient makes it edible. This means that you can stretch your food supplies by setting render fat and cook easy meals on repeat and having no stockpiles that accept tallow; your cook will take a fat, render it into tallow, then use that tallow and another ingredient (meat, hopefully) in the meal, which essentially just makes the tallow edible.

Second, embark with at least one breeding pair of large livestock animals if you can. Camels are the best common domestic animals, followed by cows and muskoxen, then horses, donkeys, dogs, and cats. If you can get your hands on a breeding pair of grizzly or polar bears, they're even better, though black bears are also quite good. Other creatures don't mature as quickly, so they're less reliable for making a suitable herd, are smaller so don't yield as much food, have a lower modvalue so are less valuable, or don't breed.

Quote
So, Kobolds are still hostile as well?
Yep; they're normally hostile due to [ITEM_THIEF], while goblins are normally hostile due to [BABYSNATCHER]. All creatures with [ITEM_THIEF] are enemies to all creatures without it, and [BABYSNATCHER] is the same, so everything will be hostile to you.



Edit: Generally, modding code can be added anywhere in the relevant entry. The only exception is things that overrule one another, in which case only the last one works. However, relatively few tags overrule another tag, so that's usually not an issue.

You should be able to... Wait, no. Holy crap, that's why goblins don't ride beak dogs anymore! Huh. Well, that's not really part of your question. Anyway, you'll have to add [PET] to Beak Dogs in addition to the other stuff sunshaker mentioned. That'll let you buy them at embark for 26 each, or 51 for war/hunting beak dogs if you add [trAINABLE].

2383
DF Modding / Re: Playing as Goblins?
« on: March 15, 2010, 06:23:55 pm »
Goblins won't be able to do some of the things dwarves can unless you do further modding. For one thing, they cannot eat things that aren't meat (except bones), since they have the [BONECARN] tag. From a quick lookthrough of their entity definition, it seems that they don't farm and won't be able to bring wood or plants on embark, and their caravans won't carry wood or plant products, including barrels and bins. Further, you won't be able to order gems from the goblin caravan, which should show up every season, nor will you be able to order steel.

Also, everybody else besides the goblins will be hostile towards you due to your [BABYSNATCHER] tag. I'm not sure what other effects that will have, but it will have that one. All in all, vanilla goblins should be slightly more difficult to play as than vanilla dwarves, since they're just like dwarves with fewer options, but not terribly difficult.

2384
DF Gameplay Questions / Re: Where do I power my pump stack
« on: March 15, 2010, 12:11:13 pm »
Agreed with Sphalerite; you're going to have to cut down one of the walls on some level and replace it with the impassible tile of another pump such that that dummy pump tries to draw fluid out of a floor, thus making it active but useless.

You don't need gears for power transfer as such; on a power-for-square basis on horizontal transfer, more dummy pumps are just as efficient and it's easier, given that you have glassmaking, to get magma-safe pumps than magma-safe mechanisms.

@Sphalerite: The intake of all of the levels' pumps is through the central tile, and the output then fills the whole level, including the input of the next level up. It's an unorthodox and less space-efficient pump stack than the standard, but I can see how it works.

2385
DF Dwarf Mode Discussion / Re: Exclusive Trading Highway
« on: March 14, 2010, 10:26:47 pm »
You can take advantage of a bug and normal caravan behavior to manage something like this. First, you are correct in your guess that caravans must spawn on natural map-edge squares, so you've gotta set it up so that your skyway comes down to ground level 5 squares before the map edge (5 so that the wagons actually have a place to spawn; they need 4x4 minimum, IIRC). Then, just arrange it such that that is the only place that is accessible to the wagons through whatever means you need to. Now that spot is the only place caravans will come.

Now, the bug. It turns out that wagons can use any 3 ramps that are adjacent to one another in a line to go up and down z-levels. That may not seem like a bug, but it is, because every non-wagon creature needs the ramps to be supported by a wall to use them. Thus, if you have 3 constructed ramps (which can be built without an adjacent wall), you can have an up-ramp that wagons can use and nothing else can that goes up onto your skyway and into your fort.

Do note that you'll need a second path to allow the pack animals up, so this solution isn't perfect, but since you can make the second path 1 tile wide, it's much easier to trap and much harder for ambushes to catch the rest of the caravan.

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