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Messages - Hazelnut

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16
DF Gameplay Questions / Re: underground tree farms & stone
« on: February 25, 2010, 10:03:41 am »

It's stone floor and I plan to irrigate. My question was simply about the stone from mining - do I have to dump it for tower caps to grow a lot? That thread was interesting, but people were saying conflicting things about this.

17
DF Gameplay Questions / underground tree farms & stone
« on: February 25, 2010, 04:59:47 am »
Will underground trees grow on tiles with stone on them, or do I need to dump all the stone from my newly mined tree farm?

18
DF Modding / Re: [WIP] MMO - Metals and Minerals Overhaul
« on: February 24, 2010, 10:32:23 am »
Great news dude.

Look forward to playing with this mod. (maybe in DF2010?)

19
DF Modding / Re: Help with economic stone stocks menu
« on: February 24, 2010, 10:17:31 am »
Thanks Sean. So I take it the save file format is a mystery then?  :P

I really regret my hastiness at getting started on this map/project. Ideally I wanted Orc mod, this mod and maybe a couple of other tweaks. Poured too much time in to start again I think.

I'll have a look at reactions that I don't need. To be honest there's only a few stones I care about being in there.. Alunite (magma safe with molten rock mod) and Ryolite (which my megaproject will be built out of block of) - with maybe the other useless crap (yellow & blue) as well.

Are there any completely unused reactions?


EDIT: just realised I only need to replace one reaction. cool.

EDIT2: It works.  ;D  brilliant. I'm actually gonna split it and replace two reactions, one with a description of "Magma-safe" and the other blank. I'll also remove any rock I don't have on the map to make the list smaller.

20
DF Modding / Help with economic stone stocks menu
« on: February 24, 2010, 09:02:12 am »

So, I learned to play DF recently using TinyPirate's tutorial and all stone was on this menu. I realised a couple of nights ago that that's not the case with my current game (Dwarf Heaven - downloaded from link in thread) and it's a pain since I want things made in certain rock types. Forbidding from the stocks menu is not good enough as it forbids any workshops made in that material... WTF.

So I've found references to Economic stone hack and manual stone selection mods. can't find either, except for as part of other mods. Downloaded and extracted the reaction_all_economic.txt files. Unfortunately bunging it in the raw/objects dir does nothing unless I regen the world. Not sure why, same install of DF and all - so it must get embedded in the world files somewhere.

I'm about 30-40 play hours into a megaproject and I'm not starting again, but I hope theres some ingenious way I could enable all stones on the status->stone menu.

Please help.

Thanks.

21
DF Modding / Re: Human Settlement
« on: February 24, 2010, 08:48:29 am »
Well. Good luck to you and your mod. I, personally, have had my own fully functioning Human Town mod, but I've kept it to myself.

Any particular reason?

22
DF Modding / Re: [WIP] MMO - Metals and Minerals Overhaul
« on: February 24, 2010, 07:45:23 am »

This mod sounds awesome. Unfortunately it does look like the RL monster has completely stopped impetus on this Rochndil.

Are you planning to get back to it and finish it off? If now, would you please post phase1 and the current state so all your hard work doesn't go to waste.

Thanks.

23
DF Gameplay Questions / Re: Hi! Just a newbie, lookin' for a bit of help...
« on: February 23, 2010, 10:19:48 pm »
Unless you are a masochist, follow TinyPirate's tutorial. You'll learn all the basics on a nice friendly map. That's what I did 3 weeks ago.

 ;D

http://www.bay12games.com/forum/index.php?topic=31928.0

Seriously.


(note: the alternate scroll for the tutorial's setup is on alt-arrows, rather than +- like normal DF - I guess for laptop use. Should be easy to remap or re-learn as I did)

24
Did you actually get the "The caravan bypassed the fortress" message?

Other than that...not sure. Sounds like a reaction to an attack though. Try checking the Bugs section of the forum to see if anyone has had the same problem.

No, didn't get the bypassed message, and I know that one well. I always seem to be testing that my bridges work at just the wrong time... ;)

Reaction to an attack seems about right, I've just had the dwarven caravan attacked and a guard/merch killed, so they all left too. Gah, I thought they were done for when all wagons passed within 20 squares of the GCS, but they got to within 4 sq of my depot and then ran away. Looked at the merchants without wagons and they were running away from a blood splattered corpse of their mate... no idea what got him, but I'm not ready to venture over that side of the river yet, with no military yet! Working on my project. I think I really should train a few xbow dwarves I guess as I'm coming to the end of 3rd year with 42 dwarves so an gobbo ambush is probably nigh. Had a kobold ambush, they had a lot of luck stealing from the corpses of half of my first wave of migrants, but since they were all right in the GCSs nest - I was hardly gonna stop 'em.

Anyway, thanks for the replies. Any hints on how to get trading again without going out to get all the nasties would be welcome. (I suppose I could always savescum until they get there safely..)

25
So, I'm waiting to trade on the Dwarf Heaven map, really need some iron. I've taken great pains to ensure that my depot is accessible and according to the green flashes it is. I got the message a caravan had arrived, zoomed to it and watched them head towards me for 10 seconds before doing a 90 degree left turn and simply going straight off the edge of the map. Damnit!

I thought I'd at least get the donkey/mule/ox traders, but no - they sodded off too. All I get is the Liason, which is completely useless because my leader (who I can't replace) is resting in bed after a mining accident which crushed his leg. So I already have the dwarven liason from last year still here because apparently resting in bed makes it impossible to talk to a diplomat.  ::)

Is that why this caravan just disappeared then? Or was it the two wild horses the caravan saw, surely it can't be that can it?

I think I can cope with one caravan snubbing me (why couldn't it be the useless elves though?) but I want to make sure that the dwarven caravan can get here okay later this year.

I think I'll try and make a nice 3 wide road down to the valley just in case it helps. Any advice gratefully received.

26
Hi everyone, I've been playing DF for 3 weeks now after seeing Flarechannel. I played a 7 year fort largly following TinyPirate's tutorial which was a lot of fun. I diverged a lot, and after 7 years there's no challenge left, with my kill pit trap I created - so I got bored. Decided to play another fort and genned a world, spent 15-20 hours before realising the embark has no bauxite, flux, sand and only 10 small veins of iron. Although I'd started the project (megaproject to me, not sure vets would agree - we'll see what you all think when I'm done) when I saw this thread I simply had to use this map.

I tried genning myself with d16 and got crap, so I just downloaded the region save someone posted, from vanilla DF and embarked in my excitement. It's very cool, and I was lucky to arrive near the brook and away from danger. My project is going well, although I'm concerned about not finding iron and only a small amount of flux. I even had a great trap 'o doom idea that follows the project theme perfectly and spent the last 4 days prototyping it on my first fort since it's so stable & safe. (I'll post more about the project before it's finished if anyone's interested, but I assume since this is only my 3rd fort [and a re-do of the aborted 2nd] it might be a bit pedestrian for here)

Anyway, back to my point, I had intended to use the Orc mod (or something) to avoid things getting boring like in my first fort, where goblin sieges are yawn worthy. I'm now 30+ hours into my project and things are going well. It's only first year in game, so much time tracing out the circles I need which is a complete arse across multiple z levels. So, I don't want to start a third time. But I don't want to have no worthy foes - especially for my planned death trap. I know I have GCS's & HFS, but what I really want is hard sieges or megabeasts. Or both. Fun basically. :)

So, what are my options? What mods or hacking or anything can I do to enable this without having to regen and start again? I'd appreciate the help, so I can enjoy heaven to its fullest. I suspect it'll be the last I play before the 2010 Df is released.


P.S. Struggled for ages with 7 dwarves, got migrants eventually. 19 in fact - brilliant. Right, now where are they arriving. What!! To the right of the top of the chasm? WTF. Within 10 squares of a CGS and 3 ratmen. Facepalm. Okay, so maybe the ratmen and GCS will keep each other busy? What, they're friends?? When did that happen? Ohhh, this is not going well... 10 made it to my fort. I then realised that I was about to lose 3-4 of my original 7 dorfs who were 80% of the way over to the chasm to pick up the stuff I forgot about forbidding. D'oh. I reloaded the backup I made when the migrants arrived and tried not to screw up. Saved 12 this time. :)  Why there though - it's a 6x6 embark FFS there's a lot of other places to arrive, still I should be thankful that the caravan was okay.

P.S. One more thing - can a square with down stairs support adjacent grates? I'll experiment tonight, but at work right now and curiosity is killing me... ;)  EDIT: yes you can - great for a magma drain system. :D  (although the downside is the flashing, is there a way to stop this either locally or globally?)

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