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Messages - Emily

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151
DF Dwarf Mode Discussion / Re: Underworld
« on: September 20, 2010, 01:40:33 pm »
Do migrants actually come in from underground tunnels?  I haven't seen that ever...

Making a completely frozen world would be easy (set max temperature to 0 during world gen), making it playable would take some effort.  Though if you modded everyone so they could settle on glaciers or tundra it might work.

152
DF Dwarf Mode Discussion / Re: New strange things in 31.13
« on: September 20, 2010, 01:38:31 pm »
I got one of those "Some migrants have decided to brave this terrifying place knowing it may be their tomb" despite nothing that would remotely indicate it would be terrifying (okay, besides the fact that it is a terrifying biome (in name only... there's not even sliver barbs or glumprong, let alone undead or terrifying animals  :-\))

Also they all seem to be rather skilled military dwarves.  Though that might be deliberate if something is making them think the place is dangerous.  (Also this is the autumn wave; didn't get a summer one)

So really it's just that it's deciding it's more dangerous than it really is.  That or its detecting the terrifying biome while ignoring its lack of undead or otherwise hostile creatures.

153
DF Dwarf Mode Discussion / Re: Amazing Bug
« on: September 20, 2010, 12:59:48 pm »
They're buried in the world data, not in text raw files.  You presumably can extract them and mess with them, but it's not quite that simple.

154
DF Dwarf Mode Discussion / Re: Has everyone migrated to 0.31?
« on: September 20, 2010, 10:51:54 am »
Most of the problems with .13 can be avoided completely by importing a .12 world.  No sprawl.

Anyway, I haven't seen any increase in speed on my computer--which is admittedly slow so that doesn't mean much--and actually the first time I tried playing it had a massive decrease in speed.  But that seems to have gone away; I may have inadvertantly embarked on the hfs building or some such.

155
DF Dwarf Mode Discussion / Re: Give me a nightmare.
« on: September 20, 2010, 10:47:34 am »
You even get a free bag with every purchase of sand!

No you don't; you're paying for the bag.  Sand only costs 1 (see at embark); usually a sand purchase costs, in my experience, 21 or 41, which would be mostly the bag.

156
Dwarves breed by spores.  They don't need to be anywhere near each other to get pregnant...

157
If you were to flood a large area--which requires probably doing it down at the water area--for tree farming, you'll also get farming space and shrubs of cave plants.  You don't need dirt to farm cave plants, just mud.

158
DF Dwarf Mode Discussion / Re: Syndrome survival side-effect
« on: September 19, 2010, 07:08:58 pm »
Actually I think they'd cause booze to explode.

Anyway, a dwarven liver is 1.5 times the size of a human liver proportional to the rest of their body, according to the raws.

Anyway, the easiest (and probably simplistic and mild problem causing, but whatever) way to play a magma man civ is to change [CREATURE:DWARF] under [ENTITY:MOUNTAIN] to [CREATURE:ELEMENTMAN_MAGMA]

...it might lead to problems with said exploding booze though.

159
DF Modding / Re: question about the RAW files.
« on: September 19, 2010, 06:46:16 pm »
I think it's a comment indicating which raw file it is by its contents?

Or at least that's what I thought; if it breaks files to not have it that suggests otherwise.

160
DF Dwarf Mode Discussion / Re: Never thought of this before, but...
« on: September 19, 2010, 12:40:34 pm »
Freezing/thawing is determined by whether a tile is "Above Ground" or "Subterranean," not whether it's "Outside" or "Inside." This seems to be a common misconception these days.

All right; I wasn't sure.

161
DF Dwarf Mode Discussion / Re: Never thought of this before, but...
« on: September 19, 2010, 12:32:52 pm »
What if you built a shed over the river?  Would that effectively keep a block of the river from being exposed to the weather and stay unfrozen during winter?

Either way, a cistern would be easier.  Or breach the caverns and set up a well down in the first layer.

162
DF Dwarf Mode Discussion / Re: Has everyone migrated to 0.31?
« on: September 19, 2010, 12:28:36 pm »
They're like nobles that don't issue mandates and nobody complains when an amusing unfortunate accident happens to!

Or if your being aztec dwarves, they'll help ensure the sun comes up.

(Though, do to being distracted, I haven't gotten that far in .13 yet... about how common are these unusable migrants?)

163
You don't need to break into the caverns anymore to get saplings growing in dirt.  They'll pop up all over your fort if your in a sand layer.

Anyway... move your fortress down to floor 103?  It's usually faster than pumping water up to you... that's what I usually do with magma.  I think a well might work, too; try it and see?

164
DF Dwarf Mode Discussion / Re: Repeater designs
« on: September 19, 2010, 12:19:42 pm »
I thought the pump repeaters were pretty straitforward; moreso then the floodgate one.

That said, they aren't going to be easier to build.

Also I was under the impression that it only recalculated paths when a dwarf bumped into an obstruction, so unless you're routing your dwarves through the repeater, it shouldn't cause pathfinding lag--and even then it'd be minimal.

There may be other sorts of lag, though.

165
DF Dwarf Mode Discussion / Re: Has everyone migrated to 0.31?
« on: September 19, 2010, 12:09:22 pm »
I'm on 31.12, considering/trying to figure out how workable 31.13 is.

I have a friend though who I know is still on .28, since that's what he found a tutorial for.

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