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Messages - Drawde

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46
DF Modding / Can you make an exploding creature?
« on: June 04, 2012, 05:11:53 pm »
Is there a way to make a creature explode itself, killing itself and hurting those nearby?

47
Put a one-tile pasture in the far corner of a room with one exit, and station your soldiers in it.  Assign the goblins to that pasture, and watch your soldiers clear up the goblin problem.

That's the quickest way I found for this sort of problem.  Creatures don't break free when moved outside of cages anymore.

48
DF Dwarf Mode Discussion / Re: Obliterate excess stone-improve fps?
« on: May 21, 2012, 09:35:01 pm »
All creatures that walk off your map are removed forever from play (including diplomats who merely completed a peaceful talk with you).
Not quite.  I've had named wild animals walk off the map and come back later.

49
DF Dwarf Mode Discussion / Re: Mining just got dangerous...
« on: May 15, 2012, 08:24:39 am »
Build a floor in the sky, out of lead boulders.  Designate the entire floor to be a stone stockpile, lead only.  Make sure the entire floor is supported off to the side by a support.  Set the support to collapse by your favorite method, and drop the entire floor on hostiles.

Also, has anyone tested stone traps yet?  And what's the heaviest stone?

50
DF Modding / Re: preventing decay of bones
« on: May 13, 2012, 11:48:32 am »
Nope, I didn't mess with that part.

In that fort, there was a large distance between the refuse stockpile for bones and the workshop, and between the stockpile and the butcher.  The bones are a bit lighter than silver, so rather heavy.  The stack was around 200-300 if I remember right (been a while since I ran into that creature).  The stack kept vanishing between moving from the stockpile to be used at the workshop.  I assumed it was because it decayed while outside of a stockpile, like much of the rest of the animal would.

I made one item out of the stack, using DFHack to Dump it right outside the workshop.  And that finished item never decayed.

51
DF Modding / preventing decay of bones
« on: May 13, 2012, 06:48:09 am »
I've got a very large custom creature.  When killed and butchered, it produces a large stack of bones.  So large that the entire stack can decay before you can get it moved to be processed, due to being outside of a stockpile for so long.

Is there a tag that prevents just that creature's bones from decaying?

52
DF Gameplay Questions / Re: Dealing with trapped fliers
« on: May 13, 2012, 02:39:26 am »
I don't know the specifics, but they are retamed every so often, before they go back to wild.  IF the tamer can get to the animal, if your tamer/s aren't too busy, and I think if they can get the animal to a taming pasture.

The higher the level of taming for each specific animal, the longer that animal can go before it goes wild.  And if the tamer has gotten better, the animal can be better tamed.

Once an animal goes back to wild, they're usually trap immune.

53
DF Gameplay Questions / Re: Dealing with trapped fliers
« on: May 12, 2012, 10:27:48 pm »
I'm not certain if giant creatures can breed, due to the way the game processes most of them.  You can still get eggs if they don't though.

Any tamed creature can be butchered.  Training doesn't factor into it.  So all you need to do is mark each of the unwanted bird for both taming and butchering.  If you have a butcher and a butcher shop they'll be butchered after being tamed.

That is about all that can be done with them.  Also, it's not the best idea to train a tamed but not domesticated animal if they can be trained.  Their taming goes down over time, and they'll need to be retamed in a training designated pasture to bring it back up.  Any children from a semi-tamed female animal can be tamed themselves to make them domesticated, if done before they mature.  The original wild animal can never be fully tamed.

I don't think they can fly through fortifications.  If you want to use them as target practice, make a pasture in the back of the enclosed room you chose for it, with the only way in a door marked non-pet passable.  I'd station the squad inside the room, since animals will usually die before hurting an armored dwarf, and they'll die quickly.  Send the chosen animals to the pasture.  You can do this one at a time if you want, but it's not completely necessary.  If the animal is at all hostile, the dwarves will attack it.  If not, you'll have to give a kill order.  This is how I deal with captured animals and goblins, once the goblins are stripped of their weapons.

54
DF Gameplay Questions / Re: Dealing with trapped fliers
« on: May 12, 2012, 04:01:00 pm »
Which version are you using?  If you can't tame them, it sounds like an older version.

55
DF Gameplay Questions / Re: Importance of trade
« on: May 11, 2012, 08:18:57 pm »
What do you normally require that late into the game?

I usually have a 70-80 dwarf fort, and rarely NEED anything by that point.  No need for more beds, and bins are about the only thing left I need of wood, which I usually have more than enough of after several years.  I rarely make trade goods, since there's not much besides meat and fish that I buy, and I don't have to if I breed animals.  My mason is usually a hauler by then, since I don't need any furniture.  My stonecrafter, who also worked on trade goods, has made enough pots that they're clogging my stockpile.  With three farmers, who also supply food, I have crops rotting, including thread making ones.  And even so I have more than enough cloth to clog up my clothing stockpile.

You might need steel if you can't make your own, but besides that what do people require after several years that they still need to make requests of the caravan?

56
DF Gameplay Questions / Re: Importance of trade
« on: May 11, 2012, 06:25:12 pm »
I usually dislike traders after the first couple of years.  They freeze the game with a message that I don't bother disabling because I don't want to have to enable it again when I start a new fort.

Those first couple of years I use them mainly for moodable stuff, and things I just can't get at this fort.  Wool, silk, and green glass for moods.  And plaster for casts.

After that I rarely need them.  Sometimes I'll order steel and such from the liason, but usually not for too long.  Once I'm done with beds and bins I rarely need wood, and I usually embark on flat places with several layers of soil, so trees aren't much of an issue if I do need them.

I rarely go after a barony, since that just makes another noble I have to watch out for.  So once the liason starts asking for a name I leave it like that.  Less spam from it anyway.

57
DF Gameplay Questions / Re: Gate for fortifications?
« on: May 10, 2012, 07:56:47 pm »
Grrrr.  Just tested it and it worked.  Maybe they won't if within a certain distance of the edge of the map?

All I know is it wasn't working before.  Tested several times and it did nothing.  It worked this time though   ???

58
DF Gameplay Questions / Re: Gate for fortifications?
« on: May 10, 2012, 07:37:45 pm »
I've built one-tile wide bridges, double checked that they were set to raise.  Connected one to a lever, then had the lever pulled.  Creatures were still walking on the bridge well after the lever was pulled.

EDIT Note that I mean a bridge, like XXX, that's set to raise up or down.  So maybe that should be one-tile LONG bridges.

59
DF Gameplay Questions / Re: Gate for fortifications?
« on: May 10, 2012, 06:10:33 pm »
One-tile wide raising bridges don't raise anymore.  They connect to the lever just like they used to, but pulling said lever does nothing to the bridge.

60
The problem with a flat drop rate is that digging out a 10 by 10 hunk of marble and getting between 20 and 30 stones isn't a big deal but carefully digging out the few safe squares of candy on the edge of a tube and getting nothing is going to want to make me execute the miner way more then having an untrained fool waste a vein of silver ever did.
That metal is currently 100% drop, specifically because of this.

It could possibly end up being all clusters instead of all gem clusters that end up 100%.

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