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Messages - NecroRebel

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586
DF Dwarf Mode Discussion / Re: Hatching bought eggs
« on: February 17, 2012, 05:21:18 pm »
It isn't possible to hatch purchased eggs.

You should be able to buy dragon eggs if you made dragons not be MEGABEASTs by removing that tag. However, that might just make it so that they don't spawn anywhere, so you'd probably also have to add some biome tokens or COMMON_DOMESTIC.

587
DF Gameplay Questions / Re: Sand walls-please help
« on: February 17, 2012, 04:22:22 pm »
No, but you could always build walls with stone inside the sand. There's a way to do that where you can engrave, I thought it was by using blocks, but that didn't work for me.
The way to engrave constructions is considered a bug. It involves designating an area for engraving, then removing the engrave-designated tiles without removing the engrave designation itself before doing the constructing. This is done by digging out ramps on the level below. It also doesn't always work.

As long as you don't intend to engrave everything, building constructions where you had soil for aesthetic purposes works, as constructions (from any material, including rough stones or logs) look just like smoothed natural-stone walls and floors. Building constructions is done through the b-C menu, and each tile of construction takes 1 building material. You can also increase the area that you're designating a construction up to a maximum of 10x10 with, IIRC, jklm.

588
DF Dwarf Mode Discussion / Re: Longevity
« on: February 17, 2012, 03:17:07 pm »
I'm with Sphalerite on this one; you can have forts that last, effectively, indefinitely, but they're kind of boring. Once you have a trap field and/or military that can easily take out any threats and enough farms and barrels to produce sufficient food and booze to sustain your population, the only thing that will really end your fort is simple boredom. This is especially true if you've also breached and vanquished the depths, since that's really the only other fort-ender that exists.

Like Sphalerite, I've also had forts in 31.x that have lasted 30+ years. For instance, one of my 31.25 projects was a cast-obsidian tower that took around 25 years just to make, and I finished that project. FPS decline isn't really a threat as such, or at least it isn't on its own; it simply contributes to a fort becoming boring.

589
DF Gameplay Questions / Re: incendiary oddness
« on: February 15, 2012, 03:05:48 am »
It could be a duplicate-raw bug due to improperly installed graphics. Uninstall the graphics, generate a new world, and check if you can get fire snakes then, then make absolutely sure that you install the graphics set properly (or don't and just learn to play the game without ugly stuff like that ;))

590
DF Gameplay Questions / Re: Maces vs WarHammers
« on: February 14, 2012, 11:39:47 pm »
The DF wiki says they're singlegrasp... does this mean the warhammers are singlegrasp with penalty with a shield?
They are singlegrasp, and your soldiers wouldn't be penalized from using them with a shield. Azated is simply wrong on that matter.

Most of the research suggests that hammers are simply better than maces. Their relevant stats are very similar - blunt weapons' effectiveness is based on their mass, thus size, speed, and smallness of their contact area. Maces are twice as large but have double the contact area of hammers, so by just those stats it appears that they're identical, but due to their smaller mass hammers weigh down wielders less, making them able to move faster and thus swing more often. The difference is slight, however, but especially since you already have a hammerdwarf, you should go with hammers.

591
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r9b
« on: February 14, 2012, 09:17:05 pm »
its probably still too early to know...but does it still work with the current version or will it require an update?

yea...figured i'd just try it anyways...doesn't work, so i guess i'll have to wait for an update...
The assorted data points that DFHack and other utilities use to do what they do change from version to version. It usually takes a few days to a week or so to identify how they've changed enough to make the utilities functional again whenever a new version is released, though sometimes it's quite a bit quicker. Eventually, somebody will probably find and post some of the offsets, which one could then put into one of the program's .xml files to make the existing versions of DFHack at least partially work, and a while after that a full new release of DFHack will happen.

This process is sometimes interrupted if it turns out that the latest version of Dwarf Fortress is extremely buggy and likely to be updated quickly anyway, but it'll probably be a priority for peterix and crew to get a 34.x version out, so there probably will be an official release for 34.01.

592
DF Gameplay Questions / Re: Storage, Wood then Cages
« on: February 14, 2012, 02:41:07 am »
1. No, other than that dwarves tend to put items in the northwestern and southwestern parts of the stockpiles first, so your items might not be so conveniently placed.

2. Wall or channel to block off an area of the map (or basically the whole thing) and harvest from inside the protected area. Or, if you have more than 1 z-level of soil, channel some space down a z-level, let outside trees grow in that sunken zone; the latter you can even floor over to avoid interruptions. Or, only harvest right after sieges so you know there's no ambushers lurking... at least for a month or two.

3. To make a webbed cage trap to cage the uncageable, you have to arrange for a GCS to spit webs over where the cage trap is after the trap is made. This basically involves having the cages between a GCS and something the GCS will want to attack, such as a dog if the GCS is wild or a goblin if it's tamed. Look up silk farming for more information.

You can't build other items into a cage trap.

593
DF Dwarf Mode Discussion / Re: REALLY CARPENTER?
« on: February 13, 2012, 09:03:19 pm »
The eat, drink, and sleep jobs can interrupt breaks. He didn't go off break to take care of bodily needs then go back on break, he took a break (from his break) to do those things and his normal break continued.

These things happen, though. The length and frequency of breaks seem to depend on various personality traits, but they're usually about a week long every few months. Particularly lazy dwarves might take month-long breaks, though. You should've just told somebody else to be an architect and carpenter or mason and had them do it. It's not like you need a high-quality trade depot for anything.

594
DF Dwarf Mode Discussion / Re: What does an inactive military do?
« on: February 13, 2012, 08:59:19 pm »
Is this correct? I thought that the skill gain is so abysmally slow that they'll rusty-lose everything.

At least, that's my current experience.
Hmm. I've gotten so used to having rusting modded out that I don't actually remember. I thought that just using a skill reset the rust timer, so doing individual drills should stop rust of the drilled skills, but that might not be the case. Alternatively, the dwarves mostly do weapon drills and not armor or shield use drills, so they keep their weapon skill high but lose out on defensive skills.

I don't actually put anyone but my dedicated soldiers in squads, and they do actual training 2 months in 3, and as implied above I have skill and stat rusting modded out, so I'm not sure how the training rate of constantly-inactive militia would be. At the very least, though, they should do individual combat drills when otherwise idle.

595
DF Gameplay Questions / Re: Is there an ethical way to train doctors?
« on: February 13, 2012, 05:13:55 pm »
Of course there's an ethical way to train doctors! Toss children off short cliffs. Since they're not useful adults, injuring them isn't a waste of valuable labor, and since they're not nobles, it's ethical to use short cliffs instead of tall ones!

596
DF Dwarf Mode Discussion / Re: Mysterious Vanishing Wall Grate
« on: February 13, 2012, 04:50:46 pm »
So I assume that by corollary, your wall grate must have melted with its mechanism, and bauxite is no longer magma-immune.
Either that or you accidentally made the grade and mechanism out of something that's not bauxite. That seems more likely than the laws of (dwarven) physics suddenly changing.

597
DF Dwarf Mode Discussion / Re: What does an inactive military do?
« on: February 13, 2012, 03:19:17 pm »
note that dwarfs without militairy skill will get a bad thought from being drafted in the militairy -every month! Danger room time for everyone.

So is that what the "complained about the draft recently" thing is about?  Since 40d I thought it was because their room lacked a door.
[/quote]The "complained about the draft" thing happens whenever a dwarf becomes a Recruit as a result of having no military skills when they go on active duty (and dwarves without civilian skills get an "unhappy about being relieved from duty" thought when they cease being a soldier and become a Peasant). If you left your civilians on inactive at all times, they'll never become Recruits, so they'll never get unhappy thoughts as a result. I'm pretty sure they'll also do individual combat drills on their off-time even if they have no combat skills just so long as they're in a military squad that has a barracks assigned for them to train in, so they'll slowly gain skills, too. Might help if you ever need to kill one last horrible monster from the Depths that survived your trap hall if all of your little zerg rushers are actually armed, armored, somewhat skilled soldiers.

598
A 1-level fall shouldn't cause damage at all. Either they got thrown upwards by something, they fell farther than you thought, or there was a cave-in. Cave-in dust tosses things around horizontally with enough force to kill or maim and often suck miners into the hole the cave-in fell through, which may make you think that it was the fall, but it wasn't the fall that killed them if it was 1z.

Anyway, a 10-level fall is virtually always instantly fatal. 7+ is usually lethal, but they'll survive a short time. 2+ is sometimes lethal.

599
Make a new world, start a new fort on the new world. Done.

Having 2 active forts, or an active fort and an active adventurer, isn't possible. You could, mind you, make a copy of the save folder, abandon on one copy, and make a new fort on the abandoned copy's world.

600
DF Gameplay Questions / Re: Dwarves knocked out forever by slight fever?
« on: February 12, 2012, 01:16:57 pm »
It is possible for FB syndromes to be generated without an end point defined. That means that that syndrome would last forever, and if it stops the afflicted from getting out of bed, they never will.

That said, a mild fever shouldn't cause them to rest... I'm positive that I've seen feverish dwarves actually working, albeit with penalties to their effectiveness. The dwarves might just be stuck in bed; occasionally, they'll fail to get up even if their injuries and syndromes are healed for whatever reason. The best way to fix this is typically to wound them again so the doctors rediagnose.

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