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Messages - Di

Pages: 1 ... 75 76 [77] 78 79 ... 92
1141
DF Dwarf Mode Discussion / Re: Would You Sleep here?
« on: February 14, 2011, 12:26:26 pm »
Someone said artifacts burn forever. Sprinkle it with magma and the god of volcanoes will get sacrifices of useless migrants without rooms at regular basis.

1142
DF Community Games & Stories / Re: Halltraded succession game. (40d)
« on: February 12, 2011, 03:44:11 pm »
Aww - it appears we have a Stray Hydra following our dungeonmaster around...
Is it? I can't say for sure but I don't think it was DM who tamed it. Hydra was caught by Cheddarius and tamed during my reign. Please make sure it doesn't share fate with our first dragon.

Despite the anarchy, could you slip in some orders to have excess stone destroyed? I guess that won't influence the current state of chaos too much, but it would make the fortress a bit more playable.
By the way did anyone notice that there are 2 thousands or so of mechanisms? I suggest they be treated as stone too.

1143
DF Dwarf Mode Discussion / Re: RE: GCS Gets!
« on: February 12, 2011, 03:02:42 pm »
You can't use spiders to produce silk (I mean directly, like for milking)
You'll need to give them something to shoot webs at and then collect those left after. Thus your spider commander still has job to be done.

1144
for trading.
What trading? Are you talking about seasonal garbage disposal services arriving every season?

1145
or it will eventually start making the dorfs walking through it dirty instead of clean. ;)
It won't, they always get water covering only. Though they get exposed to syndrome if its carrier appears inside trench. They can clean them by themselves but that depends on how intensive traffic is. Trenches near my hospital get a cleaning in in next month after contamination, those at the entrance were cleaned once or twice in whole lifetime.

to merino:
Could you see if dfclean helps fps? Ardentdikes have lakes full of FB secretions in one of caves. Do it, for !!science!!

1146
DF Dwarf Mode Discussion / Re: Store the damn soap, already
« on: January 28, 2011, 06:15:31 am »
My hospital is just a bunch of beds, for everything else just create a specified stockpile.
Keeping stuff in hospital is aimed to ensure that there will be something to tend wounded even if clothier goes on sewing spree obliterating  ten-year reserve of cloth. That's never gona happen unless you want really many dresses.
So to make sure your hospital is loaded place stockpile which accepts only splints near it, make sure it's the only one which accepts them. Place your clothing industry relatively close to hospital, probably you should disable auto-loom in work orders.
And finally, soap. Create stockpile that accepts only it, place channels with 2/2 or 3/3's water at every entrance to that stockpile.
That won't stop them trying to grab soap but you'll get only one message per dwarf. If that's still a lot of messages you probably should search for source of contamination.

As for why it ended up in dump, did you have any dumping operations at that moment? Sometimes I find ores different from goblinite or humanite on battlefield because I activate my military in the middle of hauling. I've once seen a dwarf dragging a barrel of booze to battle. My hypothesis is that they didn't drop soap immediately after spamming and proceeded to dump some crap.

1147
DF Dwarf Mode Discussion / Re: Migratory Blood
« on: January 26, 2011, 11:44:58 am »
In 31.18 blood shouldn't spread so intensively. But I remember experiencing something like this when messing with pumps as well (much more smaller scale, I mean only my danger room). You can use dfcleanmap from df hack pack in modding section if that starts troubling you.

1148
DF Dwarf Mode Discussion / Re: sealed evil in a can
« on: January 25, 2011, 11:52:06 am »
Colossi can not learn, so he'll never learn how to swim, and won't improve combat performance over time. In addition to no regen this means he'll only get worse, so use him wisely before he'll get tattered. Also, archery target isn't the brightest idea, my adventurer colossus has met his end after several encounters with archers which led to fracturing both of his arms.

1149
DF Dwarf Mode Discussion / Re: The King
« on: January 21, 2011, 10:27:44 pm »
I believe it's one king per civ, after world gen stoppage.
Next time become mountainhomes quicker  ;D
Seriously though, check legends and select a civ with youngest and most healthy one before starting. World gen can inflict them inconvenient wounds as well.

1150
Not like these were my pals or relatives but George Washington and Vladimir Lenin anyone?

However most of the time I just give then number, this way it's much easier to distinguish my dwarves and fps burden spawned by RNG. Heck, I really grow attached to them not that single death is unacceptable but I've savescumed an armorer fey mood recently beause I've lost full squad of massons chasing deer in the forest. (Seriously those deer killed all 7 of them and I've reverted)
Maybe I'll get a long lasting fortress one day and then if I get a message like: '17' weaponsmith died of old age I'll be like:'Dammit, he was a good guy. He came to this fort as useless potash maker, I remember placing additional coffin when he was hauled to a hospital after encountering siege, and so on and so on..'

1151
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 21, 2011, 02:39:40 pm »
Those cages can hold eight giants with now problems... and a bull... and several donkeys... and hundred puppies atop of that, so yours were in royal palace.

1152
DF Dwarf Mode Discussion / Re: Covering a window?
« on: January 21, 2011, 01:39:11 pm »
You can put windows behind fortifications to protect them from building destroyers. And put rising bridges between window and said fortifications. Dwarves still will be scared away by hostiles and thats the only thing that makes the windows different from the wall so technically you still get nice windows. By the way, see if ranged units attempt to shoot at the enemies behind them. (I believe I saw that in my fort but further science required.)

1153
DF Modding / Re: Intensifying Mod ver 0.11b
« on: January 21, 2011, 01:26:42 pm »
If the players choose not to fight, they can have a lot of virtual pets to have fun with..
Players have always had a lot of virtual pets, they're called dwarves  :D

1154
DF Modding / Re: Intensifying Mod ver 0.11b
« on: January 21, 2011, 06:39:41 am »
You are getting river milkfishes or oceanic milkfishes?
It's ocean ones, sorry I don't have the save when they're on map, but my fort is very young, have 40 dwarves, not too much stone, and is regularly cleaned with dfhack, so I'm pretty sure it was them. I'll put those numbers back and upload save when next wave of them arrives.
Do undead share those settings with normal animals? Because 100-150  :o undead tunas could literally siege you. However I haven't seen any fine embark with evil ocean in last 20 worlds I generated.

+ Inedible body parts and seeds will no longer rot.
Does it mean we'll need to haul them to trash compactors once again? Or we always had and now they just remain the same while we're doing it? (I hadn't paid much attention to refuse piles)
+ Made large trainable creatures inedible and require a combination of meat consumption, alcohol consumtion, water and sleep depending on the creature.
We now can't butcher elephants?  :'(
+ Elephants & poisonous pets require booze
Poisonous pets? Which are these?
+ Dragons & hydras require meat, booze and sleep
  :D I really like this one.

Reason being the high amount of wildlife a fort can assimilate and set loose on sieges with little thought, making sieges actually damage less then random unlucky death to wildlife.
You know, player can wall fort off and thus make siege damage only fps. And I although your deer are deadly (hate those bastards) in the wild I doubt they'll cause much casualties to well armed and grouped squad of goblins.

Also, I'd like to upgrade my current save, which raw files have you altered?

1155
DF Dwarf Mode Discussion / Re: Ocean Leakage
« on: January 20, 2011, 08:44:35 pm »
While wave runs over ocean it passes through every obstacle indeed. After it hits beach it plays fair, it can't even pass diagonally. Wave falls down it produces water. Probably in your case you got combination of those two.
I've discovered that once when I've tried to pull a cave-in to pass aquifer, I've ended up with a huge hole into my fort right under the waves, I hadn't ever recovered some of the flooded parts.

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