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Messages - AngleWyrm

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736
DF Dwarf Mode Discussion / Re: Dwarven Eugenics
« on: May 30, 2010, 01:25:50 pm »
Two classes, the Plebeians and the Patricians. The Plebes live near the surface, and go outdoors to gather crops and cut lumber. The Patricians live deeper in, and never have to surface. They handle the more aristicratic jobs like Jeweller and Craftsdwarf.

It wouldn't need to be forced pairings, only segregation into desirable vs undesirable. Ugly dwarves, dwarves that are sickly, and dwarves with mental handicaps are relegated to the surface burrow. Pretty dwarves, dwarves with no physical or mental deformities, and dwarves with desirable features are welcomed into the depths of the earth.

Sorting jobs is an issue: A Broker must interact with the outside world, and could therefore be a plebe's position.

737
DF Dwarf Mode Discussion / Re: "No mud left for underground farm"
« on: May 30, 2010, 08:29:42 am »
It let me build the farm plot even though it said 'no mud', but when the farm plot was complete it gave the 'No seeds for this site' message. The z stocks->seeds menu says I have 27 sun berry seeds.

Something just occurred to me that might be a complication: I had a farm plot on this land that was not sunlight, and I was getting mushrooms off it. When I dug the ceiling out, the plot stopped producing -- all the harvest crop rows disappeared from the plot. This was when I first got the message that I didn't have seeds for the plot. So I undid the plot, and re-did a new plot in the same spot, ignoring the warning about mud. So I'm wondering if the darn thing got locked on the previous land use.

738
DF Dwarf Mode Discussion / "No mud left for underground farm"
« on: May 30, 2010, 07:49:16 am »
I've flooded an area and built a 3x3 plot underground, then carved away the ceiling so that it gets sunlight, so I can plant some Sun Berries. But I get the message "No mud left for underground farm. Mud is left by water." Then I roofed over the opening so that all the squares read "Inside, Light" and still no love. Pressing 'looK' on each square says they are all "Muddy Siltstone" with varying clumps of mud and water on them.

I've tried disassembling the plot, and then re-assigning the plot, but when placing it still gives the "No mud" warning.

Anyone have any luck with indoor sunlit farming?

739
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 29, 2010, 03:38:31 am »

Moral of the story? Don't put the floodgate control levers in the room you're flooding.

740
DF Dwarf Mode Discussion / Re: I stole vermin from the Elves
« on: May 28, 2010, 05:21:10 pm »
On the subject of stealing from elves, it's worth nothing that if you set up a hospital with coffers/bags, and you have no thread or cloth yourself, your dwarves will simply go and fetch it from the trade depot, despite it not being yours. Don't think the elves mind that. After all, it is an emergency, right?
A great way to wind up with all the trader's stuff:
  • Build a second trade depot after the traders start unloading
  • Deconstruct the original trade depot after the traders are done unloading.

The traders abandon their stuff, and head over to the new depot, while your peasants rake in the booty  :P

741
@ragman, Thanks bro, good lookin' out.

743
I just examined legends on a world with two abandoned forts, both in their first year. Neither fort appeared on the historic maps, but the historic maps advance in ten year increments, so I couldn't look at the year in which the fortresses were founded. The civilizations section listed my band of renegades "The Sizzling Knives," and that they established the settlement of TattooedPalace, then a bunch of guys became members and leaders, then that the Sizzling Knives abandoned the settlement of TattooedPalace.

In fortress mode, while selecting an embark site, tabbing to the choice of civilization to embark FROM did not list my settlement as a civilization. Maybe it still counts as part of it's original civilization (The Outrageous Crypts), or maybe the settlement has to reach some minimum size, or maybe it just doesn't count at all.

Not sure what value an abandoned settlement is.

744
If I make several embarks, do they have any effect on my next embark?

745
DF Dwarf Mode Discussion / Re: a question about titans
« on: May 20, 2010, 08:16:02 pm »
It's the alien water-tentacle from The Abyss

746
DF Suggestions / Re: Job Priorities Discussion
« on: May 18, 2010, 09:25:04 pm »
A simple way to prioritize jobs would be to allow the player to order the list of labors the dwarf can do. The labor list could have an eXpand list option, which switches from grouped list of labors to a long list of labors. From there, the player 'P'rioritizes a given labor by bumping it up the list. When the list is eXpanded a second time, so that it goes back to grouped labors, each labor could have a number next to it showing it's priority rank, as well as the dwarf's current skill.

Miner-3 (2) means that this dwarf has skill level 3 in mining, and there is one labor above it on the prioritized labors view.

747
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 11:39:41 pm »
Error: "GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers, or better yet update your GPU."

Video card: Radeon HD 4670 1GB 128-bit DDR3 AGP 4X/8X HDCP Ready Video Card, Catalyst v9.6
Operating System: Windows XP Pro 32bit, with SP2 update.

I can play Crysis, Borderlands, Mass Effect 2, and Supreme Commander 2 on my computer.

748
The issue with "can't enemies just dig through?" is a pathfinding nightmare - when should this digging enemy tunnel through and when should it just walk around?
I disagree. Path finding is just a matter of adding up the movement cost of each square from "here" to "there", and picking the lowest cost route. A diggable tile would simply have a very high entry cost. Also, dwarves dig through different substances at different speeds, so there is already some sort of associated cost to enter the tile.

749
DF Dwarf Mode Discussion / Re: Challenge: Adam & Eve embark
« on: May 10, 2010, 07:30:30 pm »
Ok, so dwarves mate for life. So Eve will become Hot Auntie Eve sometime later...It's fun again :)

750
DF Dwarf Mode Discussion / Re: Challenge: Adam & Eve embark
« on: May 10, 2010, 07:06:32 pm »
Heh, tried an embark where I skilled out just two dwarves, but by the time I got situated, Adam got himself a lover! So I named her Lilith, and sent her on a mission to go slay the mighty alligator...

Oddly, the alligator just runs away every time he sees her (40d16). Maybe it's like dragons and virgins, where she's got a special blessing from the Great and Terrible RNG that no foul beast may touch her.

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