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Topics - nunix

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46
DF Gameplay Questions / Using animal traps for vermin food supply
« on: March 22, 2008, 04:57:00 pm »
Has anyone had much luck with the Trapper skill and animal traps? I've set them down in my heavy-vermin areas, like food stockpiles, and they're never triggered. I'd like to be able to use rats as a regular food source (mm, hole food) but I'm not sure if the traps don't work that well, or if I'm doing something wrong.

47
DF Bug Reports / [38a] Goblin snatcher/ambush overlay, dead goblins
« on: February 15, 2008, 10:44:00 pm »
So this was weird. I'm not sure what happened, it was over very fast.

Mt announcement log looks like:

Snatcher! Protect the children! x4
An ambush! x2
Snatcher! Protect the children! x3
An ambush!

There are also three goblin spearmen, a goblin maceman, and four goblin bowmen on the map now, and 5 dead goblin master thieves. I'm pretty sure I didn't have any dead gobbo thieves on the deadlist before, and there's definitely none left alive now.

It looks like either:

a) Goblin ambush squads saw the thieves as enemies, or
b) Thieves came in first, and were killed because they were occupying tiles that the ambush squads needed.

Happened way too fast for me to see what happened exactly. Just a lot of announcement spam.


48
DF Bug Reports / Strata under glaciers devoid of features?
« on: February 12, 2008, 10:36:00 pm »
I'm not sure if this is actually a bug or not; or if it's a bug with the utility and not DF.

I started playing around with Regional Prospector (I never manage to find HIDDEN FUN STUFF..) and looked up at the glacier areas on several maps. I can't find anything (rivers, magma, chasm, etc) under any glacier tile, or even in any regional section that has a glacier tile in it. Obviously these would be in the soil and rock layers underneath the ice, but none of those features pop up.

Is this a design decision, or are they (potentially) there and RP just doesn't pick up on 'em?


49
DF Bug Reports / [.38b] inconsistant brook/river channel behavior
« on: February 27, 2008, 07:31:00 pm »
To get water inside my forts, I've used a pretty basic system:

1) Find river
2) Dig a channel off the side of the river to a reservoir that's been dug out somewhere in the fort
3) Stick a well (or four) overtop, at least 2-3 levels above on average
4) Profit! I mean Drink!

Had a kind of a hiccup this time.

I had settled my fort at the apparent end of a river, or something -- the water (a brook) splayed out in a delta/chasm pattern. I dug my channel off the "end" of one of the splays, and everything went fine until I got notices of "can't drink: dangerous terrain", went to look at my food stockpile, and noticed the water had flowed up out of the well and now covered the kitchens, stockpile, dining room, et cetera.

Oops.

This wouldn't be such a big deal if I'd ever run into this before, but I've used this scheme forever and have never had to worry about water overflowing like this. It always just seeks its level and never goes above that. (i.e. if the water is on level 145, and I dig a channel, it will never overflow to 146 or above). However, usually I'm just siphoning off the side of the flow, so this may be a case where what I actually tapped into, I don't know, a spring or something.

Anyway, definitely not working the way it usually does. Not sure if this should be a bug or it's just a water hazard.


50
DF Bug Reports / Funky bookkeeper request
« on: October 31, 2007, 01:21:00 pm »
Gave her a Modest Office to start with before activating her.

Now she wants.. a Meager Office? She wants a downgrade, or just a second office? =p


51
DF Bug Reports / Ashes make ground impassible for depot access
« on: March 10, 2008, 08:23:00 pm »
A dragon came and laid waste to the outside of my fort; huuuuge sections of grassland fried. My depot is now very inaccessible due to the ashen squares coming up as can't-be-travelled-on, apparently.

Is this actually a  bug, or a design call?


52
Really only important for modders at the moment.

Made a creature that HAS_RACEGLOSS:STONE_LAYER and it treated it as if it didn't have a racegloss at all; however, no errorlog was generated. This might become important at some point as you might want things of STONE_LAYER but not STONE_GEM (right now, STONE by itself is all-inclusive). Setting them to :STONE had them coming up as various minerals, gems, et cetera just fine, so the token certainly works (I just worked off the treant as an example).


53
DF Suggestions / NOT_SCORCHING/etc biome tokens
« on: March 09, 2008, 07:31:00 pm »
Just to cover all the bases, since there's already NOT_FREEZING.

[ March 09, 2008: Message edited by: nunix ]


54
I've given up trying to play anything but humans; always wind up in the middle of a field without a useful site map/minimap and no clue as to where to go for the druid/thief/swordsman/priest/et cetera. Folk are happy to tell me the name when asked about Service, but without an idea of where, it's a little disheartening.

55
DF Suggestions / BONE_PREF for entities
« on: March 06, 2008, 02:45:00 pm »
Just be something nice to give the more savage/primitive entities.

56
DF Suggestions / Mark this animal as livestock
« on: February 12, 2008, 02:24:00 pm »
To set them as invalid targets for pet adoption without having to resort to cages/population seperation.

57
DF Suggestions / A still raw
« on: February 04, 2008, 05:51:00 pm »
Yep, we've already got the smelter reactions file.

Yep, I know it's been written that somewhere down the line we may get files for all the buildings.

Consider this just noting something in the record as something that would be nice to have; it's not priority (but I ree-ee-ee-ee-eeaally want it) or anything, no need for a brouhaha.

Anyway..

My Dune-y desert sietch dwarves need a way to get water out there in the sands. Since it appears liquids can't really be contained after being made in a smelter, but a still is built with that purpose (can't brew something without an available container first), it seems like this would be the best choice. Just something I can slip in a [reaction:corpse_to_water] entry would be fine. ^_^


58
DF Suggestions / init option: IMMIGRANTPETS
« on: March 27, 2008, 05:11:00 pm »
Simple on/off to keep immigrants from bringing pets.

59
DF Suggestions / Token request: AMMOPROOF
« on: March 26, 2008, 10:54:00 pm »
..or something to that effect.

Playing around with different sorts of creatures and entities, I've found that - surprise - arrows are the great equaliser. Reducing damage doesn't help; it's the pierce-an-organ potential that makes them killers. Likewise, increased damblock doesn't really solve anything, because a) arrows like to bypass it, and b) it makes the creature unreasonably tough against everything else.

The various NO* tags, and removal of accompanying organs, can sort of bypass this, but it feels veeeery unsatisfying.

What would be better is a simple token that does not allow arrows to pierce the outer surface of the creature, or something scalable so it requires a certain density or.. something.

Anyway, would help even out the odds for creatures that don't use shields but shouldn't be struck down by a stray arrow or blowdart.


60
DF Suggestions / Leave a progress note on shutdown
« on: February 01, 2008, 04:33:00 pm »
Simple thing when saving the game and quitting:

"Do you want to leave a note about what you were doing/planning?"

Great for when you miss a day or three, come back, and cannot for the life of you remember what the hell it was you were in the middle of doing. Note would display as an Announcement when you start it back up.


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