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Messages - Mr. GOH!

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1
DF Dwarf Mode Discussion / Re: Graveyard design?
« on: June 15, 2010, 01:41:25 am »
In a recent fort with a couple mountain peaks maybe 20 z-levels from the ground, I started a tradition placing coffins in the hollowed-out mountain top. I figure dwarves would do the opposite of what us surface-dwellers do with our dead.

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DF General Discussion / Re: Lazy Newb Pack [0.31.06] [V1.0]
« on: June 13, 2010, 12:24:44 pm »
Been playing DF for a year or so but never bothered with Stonesense or DT. This pack just may change that.


3
DF General Discussion / Re: Which graphics pack to use, and how?
« on: June 10, 2010, 01:51:08 am »
As an alternative to the Mayday pack, here's a link to Phoebus's graphics pack. I like the Phoebus graphics for dwarves a lot more than Mayday's. I also think that it's easier to differentiate between different ores and rocks with the Phoebus set.

But take your pick! Whichever leads you to enjoy DF the most is the correct pack for you.

I do wish Beefmo had finished his graphics pack; those were some kick-ass dwarf and goblin graphics, IIRC.

Edit: Here's the link: http://dffd.wimbli.com/file.php?id=2430

 As for installing it, just follow the directions provided. If all else fails, the .zip archive contains the necessary files in the correct folders, so just go through it and move the files from the folders in the .zip to the corresponding folders in your dwarf fortress directory.


4
DF Dwarf Mode Discussion / Re: Military System
« on: May 18, 2010, 12:35:21 am »
The biggest bugs I've encountered involve training and equipment. If I set a squad to active training, they get stuck in weird endless loops of almost, but not quite, training in organized sessions. What usually happens is Urist McDodger, for example, ostensibly organizes dodging training. But everyone in the squad just waits around for the demonstration to begin, including Urist McDodger. This sometimes means a portion of the squad even ignore my orders to move to a location or kill a monster. Further, active mode squads seem to not fully equip their assigned uniforms, missing pieces of armor or using weapons of the wrong material.

So I generally set my squads to inactive, hoping that individual training will be enough. The dwarves generally wear the uniforms assigned. But when I give a move or kill order, about half the squad decides to switch out their arms and armor and heads to the armor stockpile before finally obeying my orders. Even when not ordered to do anything, they'll switch equipment every so often for no reason. At first I thought it was to switch out their current equipment for higher-quality equipment. But they switch equipment even if I haven't been producing any new weapons or armor.  I think I'm just going to start assigning them specific weapons and armors and just be done with it.

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Thank you muchly!

6
DF General Discussion / Re: How to make curses square again?
« on: May 17, 2010, 05:05:33 pm »
I am still waiting for Phoebus's tileset, but thanks for that link.


..

Huh, it actually looks quite nice.

The current release doesn't support graphics yet, so you may have a while to wait. Baughn (who's responsible for that part of the merge code) posted in the stickied thread he'd get to it this Wednesday, though I don't know how long it will take to get a fix up.

7
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 16, 2010, 09:05:14 pm »
Regarding the texture catalog GPU bug: has anyone gotten a graphics set to work with this new version?

I realize there's a bug tracker entry, but folks who have successfully loaded graphics packs probably won't post their successes there.

8
If you're playing DF2010 (version 0.31), you may have a modded .ini. I think Phoebus's graphics pack comes with an .ini that changes the default worldgen so that there are far fewer z-levels than in the vanilla 0.31 game. I had the same issue you describe when I used phoebus's modified .ini; the game said i had 120-odd z-levels to go until I hit bottom, but I couldn't dig or view much past 25 levels below the ground. There may be other modified .ini's floating around that give 0.31 a more 40d feel by limiting the z-levels.

Or maybe you are playing 40d. Hard to tell.

9
I'm generally fine with the interface, but there are are few glaring problems.

The military screens need to be redone so they make sense. Although I have a feeling we would be much less repulsed by them if the associated military bugs were sorted out. I do wish the equipment screen were a little more useful; I'd like to see what, exactly, a dwarf has equipped at the moment and be able to order him to drop unwanted equipment and forbid him from using specific equipment.

The worst problem for me is how almost every single list in the game requires you to scroll through each entry individually. I loathe getting caravans after a few years because it can take ten minutes to scroll through all the junk. Give me a collapsible list, or at least a freaking page up/page down key so I can scroll quickly. This also applies to the stocks screen as well.

All of a sudden I get the funny feeling that there are page up and page down keys in the trade screen, but I've not found them after more than a year of playing....


10
DF Gameplay Questions / Re: Effective Cave Control
« on: May 08, 2010, 04:37:33 pm »
I usually make several breaches high up into open space, which reveals a good portion of the cavern layer. I then wall up those breaches to protect against flying fun. If I want to use the cavern, I generally breach somewhere near the lowest level of the layer, make an airlock with traps connected to a new barracks with a new unit formed especially for cavern defense. I then decide what portion of the cavern I wish to use and remove the appropriate up ramps to disconnect it from the larger complex. If there's an open edge leading off-map, I wall it off.

The only real problems I've had in the caverns are with invincible Forgotten Beasts. The only way you can avoid those is by avoiding the caverns altogether.


11
Did you have an uninvited guest made of chalk, with chalk for blood or that spewed clouds of chalk? If it hit a few of your swarves, they could spread it everywhere. I've seen it happen with other material.

Or maybe it's jut some of the fort's children playing with heavily used chalkboard erasers throughout the halls of your fort.

12
DF Gameplay Questions / Re: Prevent cavern refuse collection?
« on: May 08, 2010, 12:00:22 am »
Set a burrow to encompass every level above the caverns (or whatever levels you wish the civilians to have access to, including the surface, if need be) and assign dwarves you wish to stay out of the caverns to that burrow. Squads will leave the burrow on kill or move orders from the squad orders screen. Once the cavern is clear, just designate a small dump down in the caverns, set a burrow to encompass the dump and any cavern corpses, assign some dwarves and then unassign the dwarves when the cavern's clear. You could get rid of you upper level burrow at this point as well if you want dwarves to be able to access the caverns.  If you end up making more corpses down there later you can reassign a cleanup crew. Or just leave the corpses to rot, if you like.

I think there might be some way to do this with traffic options, but I haven't played around with them much.

13
Alls I know is that my DF2010 fortresses have seen the mortality rate of immigrant fish cleaners and pump operators skyrocket. I've taken to assigning useless dwarves to underequipped militia units and stationing them around the surface and caverns to serve as early warning systems for Forgotten Beasts and gobbo raiders. It's their patriotic duty to sacrifice their lives opposing all undwarfy invaders. If one happens to become survive once in a while, then I've got a promising recruit for the standard army. Most however die from dehydration or starvation while manning their posts and are unceremoniously tossed into the graveyard. A dwarf's gotten earn his position in my fortresses!

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 25, 2010, 08:52:46 am »
My current fortress has been the most interesting of my DF2010 fortresses so far. I picked an embark with tons of basalt, obsidian, sand and other non gem-bearing rock as I had grown dependent on plentiful gems to trade in my earlier forts. I do encounter tons of copper, silver and gold, however. I built a smallish fort at the base of a cliff with a brook running nearby so I have a ready supply of water for making farms and traps.

I dropped a shaft straight down to a large magma vent about 30 z-levels below the the surface; I got lucky, hitting a nearby section of the second cave layer that I could isolate by removing all the up-ramps. It makes a nice little farm area for my lower fortress. I set up magma forges, furnaces and relevant stockpiles to get my metalsmithing industry going. My map has no flux, no lignite and no bituminous coal; I've had to equip my army mostly with iron, barring a few steel items I've traded for.

So along comes year three - I'm sitting around 75 pop with 20 in the army when a goblin ambush with 2 squads of gobbos appears. I'm able to beat them back with the help of the dwarven caravan camping in my trade depot at the entrance to my fort, but just barely. I lose three workers and two warriors, and six of the surviving warriors have to hang out in the hospital. Two soldiers managed to have their right arms removed - their weapons hadn't been finished, so the attacked the gobbos as wrestlers. They're badasses and I've suffered heavy losses, so even missing a limb I keep them in my army.

I figure that I need some alternate plan should a real gobbo horde show up, so I begin to build a trap. I plan out a multi-level dead-fall triggered by pressure plate or lever. I outline a 15x10 rectangle in front of my entrance with channels. I dig out everything underneath, leaving a single obsidian support. I then channel down again on the same outline, removing all the up-ramps. I build a support and dig out the the rest of the rectangle. I do this a third time, so that three z-levels of floor are each supported by a single support beam. I build a bridge on the surface over the gap so my dwarves can go hunting and felling trees. I then build a series of pressure plates, linking them to the bottom-most support. The idea is that if the gobbos come across they'll step on the plate and trigger the trap, dropping them three z-levels into a pit. In case that doesn't kill them, I routed part of my brook-fed irrigation to empty into the pit at the pull of a lever. I also built a failsafe lever to remove the bottom support in case the gobbos didn't trigger the trap.

Not much to my surprise, a full-on siege arrives a month after I've finished my trap. I pull everyone inside and station my army just inside the fort. It's now about 30 strong but nowhere near fully equipped due to a weird bug that caused equipment mismatches no matter how many times I delete, wait and reform squads - half of these guys don't want to ditch their random cloth and cheap leather gear despite setting them to all-metal equipment on the military screen. I'm at ease - the gobbos and their giant Olm pet are all gonna take a tumble into the pit, so it doesn't matter if half my soldiers are wearing peasant clothing.

The gobbo horde - a largish squad of about twenty plus a giant Olm - seem reluctant to cross the bridge onto the platform in front of my front entrance. Instead, they head over to the brook and enter one of my irrigation tunnels  (that I'd forgotten to seal) that leads to a cistern feeding the hospital's well. I figured they wanted to go for a swim, so I pulled the lever opening the appropriate floodgate when the were all nice and cozy in the irrigation tunnel. about five of the gobbos drowned, and the giant Olm was flushed into my cistern, where it still lives, not bothering anybody at all.

The 15 survivors emerged wet and unhappy. They decided to take the direct route in and charged over my deadfall platform. The stepped on the pressure plate traps. I waited a beat, but nothing happened. as the first gobbo crossed the bridge into my fortress, I pulled the bridge lever and retracted the connecting bridges, dropping one gobbo into the open space under the bridge and trapping the rest on the platform. I manually hit the support failsafe and watched the bottom-most support beam disappear. I thought the gobbos were dead meat. But, wonder of wonders, the platform failed to collapse and three z-levels of floors connect by two support beams are hovering in space. Cave-ins are definitely turned on in my .init (and I had experienced a minor one earlier while building my irrigation system). My bridges for some reason then reconnected as well, either because of some sort of failure or because the gobbos had stepped on a linked pressure plate they had not yet triggered. I thought my fortress was at its end.

But I was wrong. The gobbos stumbled through a thin layer of weapons traps, which maimed a few but mostly bounced off of their armor. My army sat at the far end of the entry hallway, a three square wide tunnel leading into the central staircase down into my fort. Out charged two of my axedwarves , promptly slaying two gobbos apiece. The gobbo horde had had enough and turned around to flee, with my army on their heels.

The two charging axe dwarves harried the retreating gobbos, slaying 5 more before the rest of my soldiers caught up. I then noticed that the axedwarves had only one rm apiece; they were the serious casualties of the previous goblin invasion!. They must be pretty hard in order to lose an arm in one fight and then charge into the next. They both had leveled up to novice axedwarves by the end of the siege, even though they were killing gobbos left and right. I subsequently used them to clear out a cave swallow man tribe in the caverns, mostly because they got to the cave swallow man encampment first. In the end, I only suffered one casualty: a woodcutter who for some reason did not head inside with everyone else when I set the general siege alarm.

The gobbo who fell into the pit when the bridges retracted somehow landed on the second z-level platform (the platform directly under the topmost, ground-level platform). He startles anyone coming over the bridges into the fort, but he can't get at anyone and no one can get to him, so I just let him run around down there as a curiosity. I figure he'll starve eventually.

My next plan is a general exodus from the higher levels down to my lower fort, keeping a secured stair up to the surface depot for trading. I'll then flood my original fortress, since it's now riddled with weirdness like the floating platforms and mismanaged irrigation. Better to start fresh down near the magma pipe. I'll also be able to keep my army together better if and when fliying Fun wanders in from the edge of the Cavern maps.

15
DF General Discussion / Re: DF Accelerator
« on: April 24, 2010, 06:03:34 pm »
Works, no difference once my FPS begins to be severely affected when I hit around 100 pop. I wonder if this mostly helps with on the front-end of gameplay. That is, if you have troubles with FPS at embark rather than once your fortress starts to bloat. Since I hit the cap up until I have around 40 pop, I don't see any immediate difference on embark.

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