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Messages - Dr. Hieronymous Alloy

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316
DF General Discussion / Re: Worldgen cookbook
« on: February 16, 2010, 02:16:06 pm »
As far as I see, humans need plains or possibly hills and it can't be evil or savage.  They also turn forests into those plains or hills during world gen, but I'm not sure how they go about that.    It may be that they need to conquer a forest retreat, or they may build their own as they expand.  If you have mostly deserts, tundra, swamps or mountains with high savagery and evil, then humans won't have anywhere to live.

Ok, yeah, I think that answers the question -- I have savagery and evil and mountains dialed way up, because you get more interesting fort sites generated per map iteration that way, but if humans are excluded that's less fun. I'll dial down the savagery mins and the evil squares a bit and see if results improve (nothing else to test till the new version anyway). Thanks!

317
DF Dwarf Mode Discussion / Re: Floating up ramp
« on: February 16, 2010, 01:01:39 pm »
Related question:

What's the minimum amount of support you can have for a ramp? Can a floor on the z level above support a ramp, or does it need a wall tile adjacent?

318
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 16, 2010, 11:16:04 am »
The sad thing is, over a year ago I told myself I wouldn't play again till the next version came out, just because of the save break.

So I waited a year and then once he finished the dev list and moved to bugtesting, I realized "hey, it's soon now!" and started planning my next fort, downloaded quickfort, made some sample layouts.. .

started playing with world gen parameters again . . .

generated a few sample sites, just for "research" . . .

started playing a "Test fort" . ..

Now I'm all attached to what was supposed to be a test fort! It has sand and magma and a river in a marble & obsidian mountain!

319
DF General Discussion / Re: Worldgen cookbook
« on: February 16, 2010, 09:46:02 am »

You could look in legends mode to see if humans are being placed for sure.
Looks like they weren't.  I did some more careful weighting and it seems to have solved the problem; humans have started to show up.


Can I ask what you tweaked, specifically? I'm using pretty similar settings, and getting similar results but I'm also having similar problems with lack of humanity. What do humans need?

I've found that if I use a similar setup to that, but up volcanism to 50 100 with 1600 1600 variation, and do the same for drainage, I seem to be able to pretty consistently find a 6x6 site with magma pipe, flux, high elevation, a surface river, HFS, evil, *and sand* in every world I generate, sometimes two or three (I'll re-run the finder a few times asking it to look for other less important features as well, like a underground pool or chasm).

But I do tend to be short on other civilizations -- It'll have dwarves, usually elves and goblins, but now that you mention it humans are rare.

320
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 14, 2010, 11:53:35 am »
From the embark choose-items screen, how do you go back to the screen before, so you can change civilizations once you realize you can't buy turtles or whatever?

321
DF General Discussion / Re: [Quickfort] Version 1.08 released
« on: February 13, 2010, 11:29:45 pm »
I'm having a weird problem. I had a multi-level staircase CSV put together, and it worked fine in an old fort I tested it in. When I tried it just now in a new map, though, I couldn't get it to work, though -- it won't change levels. Instead it just moves over a bit to the left and draws over.

Spoiler (click to show/hide)

Can anyone tell me what I'm doing wrong? Thanks!

322
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 13, 2010, 09:48:13 pm »
Ok. Other question is I just noticed the area I'm in has giant eagles. Anyone have tips on capturing flying creatures?

That's actually way easier than you'd think. Put some cage traps in the front entrance of your fort. Eventually they'll come in, the tunnel will force them to ground level, and trapped.

323
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 13, 2010, 06:17:51 pm »
How do I get a "blank" version of the world I'm currently playing? I'd like to start a fort over again.

324
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 13, 2010, 05:33:52 pm »
I'm just worried about the ability of doctors to treat these things. Are we going to have to start importing Golden Salve or whatever to cure poisons?

325
DF Dwarf Mode Discussion / Re: Grrr, stupid gems.
« on: February 13, 2010, 05:11:13 pm »
you can get specific material requirements for dwarves who "like" specific materials, like bronze etc.

326
DF Gameplay Questions / Re: Dissapointed by terrifying?
« on: February 13, 2010, 01:32:18 pm »
There's different kinds of "Terrifying." Some kinds give skeletal/zombie [native wildlife], some give [random evil creature]. So a "terrifying" mountain can end up giving either skeletal giant eagles OR . . . dark gnomes, depending.

327
DF Dwarf Mode Discussion / Re: Fun things to do with caged goblins?
« on: February 13, 2010, 10:32:03 am »
Wish you could generate power with goblin hamster wheels.

328
DF Dwarf Mode Discussion / Re: After reading todays update....
« on: February 12, 2010, 12:11:57 pm »
Remember that in the new version every map will have SOME magma which will help keep the lumber cost of soap down.

For the sake of nitpicking. There will be magma on "most" maps and it will be on the "lowest levels" ... which can be oh idunno 50-100 Z levels down. Is it really cost effective to pump magma up that far? or will it errupt and travel up your tunnels consuming miners like hairy, sweaty candy?

Yeah,  I fear surface magma's still going to be an essential starting fixture for me. At 50 z-levels down that's getting prohibitive.

I dunno. Maybe I'll be more willing to bend a bit for an otherwise-perfect site, but I expect I'll still set my "volcanism" pretty darn high in initial worldgen options, and leave "volcanoes" at 200+.

329
DF Dwarf Mode Discussion / Re: After reading todays update....
« on: February 12, 2010, 08:36:50 am »
The other problem with soap making is the vials you need to make the workshop, which require sand and lots of trees. Better solution would be to multiply the stacks, like bone bolts do; one hunk of tallow plus one dab of lye produces 5+ bars of soap, and two or three hunks produce larger stacks. OTOH, this will complicate the use of soap in construction.

I think Toady mentioned that the alchemists' shop is going away in the next version. Soap making might've gotten streamlined.

And using soap in construction was silly anyway.

330
DF Gameplay Questions / Re: Noble room requirements question
« on: February 11, 2010, 07:00:19 pm »
For the "lesser's pretentious living arrangements" bad thought, does the category of the room matter, or just the numeric value? If everyone's living in a royal bedroom, but the King has the best one, will he get bad thoughts or not?

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