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Messages - therahedwig

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811
DF General Discussion / Re: After 10,000 years.
« on: August 13, 2014, 02:14:50 pm »
An arbitrary decision by Toady so far as I know. 
Well, specifically, the DF goblins are basically the same as the LotR goblins(Orcs): They are immortal like the elves, are greenish, worship demons when given the chance... The big difference really is that LotR goblins had no free will depending on which version of the origin story you believe... And they were incapable of forming large civilisations by themselves, unsurprising given their shitty personalities.

But, obviously though, we need myxomatosis for immortals in worldgen if there's nothing else stopping them. (Had an island full of Elves in a recent worldgen).

812
Hm? Invasions were fixed...

Military is tricky, can't help much there as I've never managed to get a proper military working, but make sure you start training as early as possible: Discipline takes long to train and without it, dwarves will run from everything remotely scary.

As for the hospital, it is indeed easy to set up, however, do yourself a favour and build a well somewhere close: Injured dwarves only drink water.
That, and soap is actually useful for preventing infections.

813
DF Gameplay Questions / Re: Climbing and constructed walls
« on: August 13, 2014, 05:21:21 am »
If your walls are made out of rough stone, they'll climb more easily, blocks less so, and smoothed natural walls are near imposible to climb.

814
DF Gameplay Questions / Re: Wildlife
« on: August 12, 2014, 03:03:56 pm »
We don't know. Maybe this week, maybe next, who knows?

815
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 12, 2014, 12:47:39 pm »
Playing .08 and can't seem to get a world to gen with goblins in it.  Is anyone else having this problem?  I'm just using the standard "Create a New World!" option.
Goblin's seem to be an either world domination or none kind of thing. Either these guys are overbreeding, or they get unlucky and come across a forgotten beast early on which destroys the whole bunch.

816
DF Announcements / Re: Dwarf Fortress 0.40.08 Released
« on: August 12, 2014, 12:33:16 pm »
Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

Hmmmm. If the new labor is in any way related to watering patients, then it would at least make it easier to designate a dwarf to do nothing but. Darn, though. I got all excited.   ;D
...Am I missing something? Watering prisoners and patients has always been a labour since the hospital was introduced, it's just under the healthcare category. I always have one 'nurse' dwarf and one 'warden' dwarf who have their rooms right next to the prison/hospital and are burrowed if necessary.

EDIT: Nvm, I read the bug report, nasty.
You can, ofcourse, if looking for workarounds, just set up a channel underneath the prison, and let dwarves onto access via grates if you don't feel like creating wells everywhere.

817
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 12, 2014, 06:36:20 am »
How do you look at a worlds gods?
Either legends mode, or looking at the dwarves' relationships.

Where in legends?
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.

I don't get any hits for 'god' 'deity' 'religion' 'religious'.

I can find them the hardway, scrolling through all the figures, I also noticed dwarven goddesses are mostly depicted as symbolizing wealth, jewels, greed, money, etc. Ok correction it seems it's common with humans to.
Actually, I just discovered something:
If you gen the world with history set to unrevealed, the only historical figures noted in Legends are the gods! The XML dump still reveals everything, so world-viewer/ legends viewer still has all the details.

Also, I have plenty of godesses associated with travel or hunt or whatever.

EDIT: They also show up in the history.txt, though it only notes the sphere and the civilisation. (This also notes the kings)

818
Hiya,

It seems like an orientation tag thing.....

Yeah, that seems reasonable and I was planning to do some testing to determine exactly how the ORIENTATION tag works for dwarves (the wiki doesn't seem complete since I'm not getting the results it says I should) and I can do the animals at the same time.  Unfortunately, I'm on vacation and won't have access to my DF computer until next week.  Depending on results from other players' tests, I may or may not end up doing some !!SCIENCE!!

-Dame de la Licorne
Actually, I've been thinking about that.
The wiki says that it should be(for male dwarves toward female dwarves) 0:0:1 if you want a breeding colony. But as far as I know, it should be more like 0:1:1, because dwarves need to have relationships before they can marry. If the wiki is correct however, then it will be 50% only lovers and 50% married. Worth a try however.

819
DF Dwarf Mode Discussion / Reclaiming Player forts (and the associated)
« on: August 12, 2014, 05:34:26 am »
Some things I noticed when reclaiming my Player Fort(after leaving them alone for two weeks to check the legends):

1) My Dwarves had completed tasks in the manager by themselves. (Specifically, I left with a order for clay gathering, and when I returned, they had collected clay.
2) They cancelled constructions that they were not able to make.(like the mechanic's workshop.)
3) They assigned nobles themselves. I left without assigning a hammerer, when I returned, I had a hammerer.
4) I had dug around an aquifer, not touching 'damp rock', when I returned, the area had been flooded. (Maybe the aquifer moved?)
5) All my dwarves lost some clothes, mostly hoods, resulting in a cloth stockpile filled with random foreign clothes.
6) All animals had been de-pastured.
7) The ravens that had become stuck became destuck.

Now obviously, this hasn't been confirmed proper, and we need to do science:
*Will dwarves construct all walls if you leave them alone for a few weeks?
*Will Military keep on training as you are away?
*What about caravan trading?
*And what about the sods in the hospital?
*Do migrants arrive/babies get born in away time?

820
DF Dwarf Mode Discussion / Re: First Impressions .40.01 AND BEYOND!
« on: August 12, 2014, 04:30:17 am »
40.08, started in a badlands/plains combo embark, started out with scarce trees, now there are so many trees, you can barely walk.  This is after 8 years.

So I would say something is still broken with tree regrowth, in the long term, with respect to density.
Well, to be fairmthat is completely normal behaviour for a grass or bathland where no animals are trampeling/eating all the saplings. Well, combined with lack of soil nutrient tracking...

821
DF Gameplay Questions / Re: No wild hives in 0.40.07?
« on: August 11, 2014, 04:08:58 pm »
I did experience the same with my non-freezing temperate embark. Haven't made new embarks yet, so can't confirm.

822
DF Dwarf Mode Discussion / Re: [0.40.07] dwarfs won't use offices
« on: August 11, 2014, 02:27:10 pm »
Don't forget that sometimes your dwarves are just lazy bastards. Try switching them out for someone a little more dedicate?

823
DF Suggestions / Re: A LOT of suggestions!
« on: August 11, 2014, 12:17:29 pm »
And, of course, you could read the development list and old development lists. Rule of thumb is that if it's on the new development list it's closer by than anything on the old development list.


Hoards already exist: These are basically coin stockpiles, you just need to add crowns and other colds items to it.

Quote
Allowing constructions to burn, use of kindling/hay/etc. where reasonable
Responding properly to personal fire issues (all modes)
Fleeing burning buildings
Fighting fire (all modes)
Designation to set item or tile on fire in dwarf mode

Multitile creatures are only implied by the devlist, but still planned, so are toys.

Of course, this does not prevent discussion, but this is a part of the forum where it's totally okay to rack up a thread from five years back and add your own opinion. Otherwise we get 70 people saying the same thing ;)

825
DF Announcements / Re: Dwarf Fortress 0.40.07 Released
« on: August 11, 2014, 11:55:12 am »
I'm getting Marble Block Walls (that's good) mixed with Unknown Material Wall (which is bad)
[...]
1x10 wall require 1 block

This is Bug #7937.
Which has already been fixed, pretty quick.

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