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Messages - Drawde

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61
Hopefully we will also see a return of area-based cave-ins that coincides with introducing real mining concepts like longwall and retreat mining.
Not likely, given that open caverns would then collapse.

62
DF Gameplay Questions / Re: Traffic Zones
« on: May 08, 2012, 08:34:46 am »
Note that traffic designations never FORCE a path.  Dwarves will still use an area marked restricted, they'll just avoid it unless it's either the only way to their target, or a significantly shorter route.

63
DF Modding / Re: Dragon Quest Slimes mod
« on: May 05, 2012, 01:08:32 pm »
This is from a creature of mine.  It can have, in the description, one of four colors.  Equal chance of each.  Those numbers can be changed to make certain colors more likely.
[SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:SLATE_GRAY:1:GRAY:1:WHITE:1:ASH_GRAY:1]
               [TLCM_NOUN:scale:SINGULAR]

We probably forgot to mention the first line there, sorry.

64
DF Modding / Re: Dragon Quest Slimes mod
« on: May 05, 2012, 09:38:29 am »
The SET_TL_GROUP only works in the description of the creature.  You can use it to set a creature to have a range of possible hair or eye colors.  Possibly horns and such as well.

Didn't know that about COLOR and castes though.

65
DF Modding / Re: Dragon Quest Slimes mod
« on: May 04, 2012, 10:14:36 pm »
I believe that's commonly used to kill animals that are currently annoying your fort.  Save and quit, modify the raw in the save file with [NO_BREATH] (or whatever it is), reload, and watch the creatures suffocate.  No idea what happens if they don't have [NOEAT] but no guts.

You can find a part in the creature raws, [CREATURE_TILE:'d'][COLOR:7:0:0] for example, to control the symbol used to display the creature, and the color.  If, for example, you want ALL slimes to have the same symbol but different colors for the castes.  You leave the CREATURE_TILE part in the main entry, and delete COLOR from there.  In each caste section put the COLOR part.  Use the page from the wiki on color, http://dwarffortresswiki.org/index.php/DF2012:Color , to figure out what to change the numbers to.  Also, if you have colors set under TL_COLOR_MODIFIER for use in descriptions, use that page to set colors the game recognizes.

One other thing, don't use just the arena for combat testing.  The quality of weapons affects things a lot.  I had a creature I made that was unkillable by steel weapons in grandmaster hands, with groups of ten to twenty dwarves and the creature was unharmed when the dwarves were all dead (other than it's eyes).  Yet when I ran into it in a real game it was quickly beheaded with a masterwork steel axe.

66
DF Dwarf Mode Discussion / Re: Another fortress lost FPS
« on: May 04, 2012, 10:02:35 pm »
When your first dwarven caravan arrives, check your population then save and quit.  Go into d_init.txt and set your population cap to about 7 or so above what you currently have.  Restart the game, then don't save until AFTER the next immigrant wave has fully arrived.  The next two waves will be roughly the same size as that one.  Calculate what your ending population will roughly be.

You can either end the game (not save) here and adjust the cap slightly or countinue on.  I've ended up with a population in the mid-fourties this way by the second caravan.  After this, adjusting the cap to slightly above your current population will result in small waves, even if you started above your current cap when the second caravan left.  I've skipped the first wave after the second caravan then set the cap to get a wave after that.  You just have to be careful not to set the cap too much above your current population or you end up with a big wave.

It's possible that this could work between the first and second caravans, but I doubt it.  I've gotten the third wave there even when above the cap from the first or second wave.

67
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 04, 2012, 06:32:26 am »
I wonder what the "clunky metagame" is?

68
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 03, 2012, 07:22:47 pm »
I wonder what the chance of a boulder is set at?  I hope it's 100%, so that mining rare gems/ore isn't a luck based mission now.
This was my question exactly.  I guess we can always keep using DFHack to refill the veins if it's set at less than 100%.  I'd rather use my legendary miners for that purpose, though.

Or, you could dig deeper, which appears to be the intended solution.
Rock, despite what people think, is a limited resource.  Especially veins and clusters.  We currently train up miners for two reason:  speed and rock percentage.  Many people train their miners up to legendary before going after ores and gems, especially if there's not much of one type on their map.

If the chance of rocks is a set amount that's lower than 100%, you're going to loose a percentage of the veins, and clusters become annoying.  If it's set for, say 75%, that mean you'll loose a quarter of the material mined.  Those veins are now even smaller than they were, and clusters, especially the single valuable gems in some clusters, have a 25% chance of vanishing when you mine them.

There's a reason that adamantine is currently set to 100% drop when mined.

69
DF Gameplay Questions / Re: I caged a goblin snatcher. Now what?
« on: May 03, 2012, 06:22:55 pm »
Has anyone had anything escape lately?  I don't think they do anymore.

70
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 03, 2012, 08:47:42 am »
I wonder what the chance of a boulder is set at?  I hope it's 100%, so that mining rare gems/ore isn't a luck based mission now.

71
DF Gameplay Questions / Re: I caged a goblin snatcher. Now what?
« on: May 02, 2012, 07:47:25 pm »
Using the mass designate menu, I "c"laim and "d"ump the cage, then un"D"ump the cage itself, either using "k" or in the stocks menu if there's a lot of goblins.  Once they've been stripped I assign them to a single-tile pasture in the barracks.  Nothing seems to break free while being moved anymore.

With all my soldiers training there at once the goblins don't make it far.

Non-hostile non-flying animal men are assigned to a pasture at the end of a tunnel lined with weapon traps, so my dwarves don't have to leave my fort.

72
On happiness I think armor is currently bugged, though I'm not certain.  Every time they switch status, like going to train, eat, or drink, they check for bad thoughts.  And marksdwarves go that even more often when they run out of ammo.  I think some of the armor doesn't count as clothing.

I've had my military be unhappy, despite expensive personal rooms, masterwork food and drink, and a good dining hall filled with artifacts.  And their main bad thoughts were long patrol duty and no shoes.  As soon as I switched them out of their armor boots into shoes, they went to ecstatic, despite still having the long patrol duty thought.

73
Make sure you have a way to turn the thing off.  I don't know about anyone else, but I get a brief but noticable delay (less than a second)when the spears either go up or go down (I'm not certain which).

74
DF Gameplay Questions / Re: Capturing a Melancholy Dwarf
« on: April 24, 2012, 08:10:56 am »
I don't think you can assign an insane dwarf to the military.  Or any tasks.

Once insane they'll die soon.  Berserk dwarves will kill everything in sight until killed.  And no insane dwarves ever eat or drink.

There's no way to save them.  Except MAYBE transformation interactions.  I don't know if anyone's ever tested the effects on an interaction on an insane dwarf.

75
DF Gameplay Questions / Re: animal management
« on: April 23, 2012, 07:11:04 pm »
Pause the game.  Set the chosen animal/s, and only those, to slaughter.  Then look at the animal list.  They'll be listed there as "slaughter".  That list and the pasture list are in the same order, so note where they are on the list and then assign them to a pasture.

You may have to mess with existing pastures first, if some are assigned to different pastures, or not assigned at all.

And don't forget to turn off the slaughter option from them when you're done.

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