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Messages - AdeleneDawner

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166
DF Gameplay Questions / Beware its webs!
« on: April 09, 2011, 02:16:49 am »
So my first FB in the fort I'm using to test out my mod is apparently a webber. Does anybody have any experience with webbing FBs? I usually ignore FBs in general - I wall any sections of the cavern that I want to use off pretty securely as a matter of course - and this is my first time trying to capture one. I also don't usually mess with GCSs, so advice about webs in general would be appreciated.

I don't see any entry under cloth or thread for FB silk. Is that a bad sign?

167
DF Gameplay Questions / Re: Can anybody tell me if this is normal?
« on: April 09, 2011, 02:10:57 am »
I get the fact that it's fat... but why doesn't Today just make it say something like "cancels render fat, no fat"

It's a side effect of allowing custom reactions. Toady could hard-code that to say 'fat', but then he'd also have to code an alternate way of handling things like my 'thicken liquid' reaction, since that can't be hardcoded since he has no good way of knowing that it exists. Plus, he's trying to hard-code as little as possible, so that all the reactions and things can be modded, which is ultimately a good thing.

(Also, in that particular case, I think it's a side effect of the fact that allowing fat to be rendered into tallow isn't hardcoded. It might be tricky to do, but I expect that a modder could make a fat that couldn't be rendered to tallow at all, and then you'd be even more confused about why it thinks you don't have any fat when you have a pile of modderbeast-fat sitting two squares from your kitchen. This way, the game at least tries to tell you that it needs a certain type of fat, even if all the vanilla kinds are that type.)

168
DF Gameplay Questions / Re: Dwarf Fortress...What?
« on: April 07, 2011, 11:23:07 am »
The Runesmith problem sounds very odd. Try redownloading the pack just in case it got corrupted, and try and get the BSOD message. Clean your computer up too, I keep mine in order and have never had random crashes.

Or just don't run Runesmith. Most of what it does is pretty cheat-ey, the only non-cheat thing that you can do with it as far as I know is find out the exact numbers for your dwarves' stats.

Dwarf Therapist is pretty easy to use. You have a grid with rows of dwarves and columns of skills. The spiky lines inside the boxes say how high a dwarf is levelled in that skill, and the backgrounds say whether or not the job is active on that dwarf. Click or double click (I forget what the default is) on the box to activate or deactivate a particular skill on a particular dwarf. There's more functionality to DT than that, but the grid by itself is a massive improvement on DF's interface.

You also need to press the 'commit pending changes' at the top of the screen for your changes to take effect. That's important.  :P

169
Hatches can also be destroyed by building destroyers (like trolls) so keep this in mind when designing your setup.

Not only that, but they do their destroying from two squares away, so a building destroyer could take out that setup without ever triggering a pressure plate. Common building destroyers won't be able to break stone hatches, though - they need to be [BUILDING_DESTROYER:2] for that, which is rather rarer. (I think FBs might be, though, and ogres. Check the wiki.)

170
DF Dwarf Mode Discussion / Re: Have you donated this month?
« on: April 07, 2011, 07:09:25 am »
I'm...I'm poor. Leave me alone, I want to, but I can't ;-;

Also, every dollar I would donate would cost me 1,50 in my country.

And R$ 1,50 is HUGE sum of money, no?

I donated twice already. Granted, it was not much by any means but it was what I could donate at the time. Now that I have a good job I can make a good donation, but I am waiting to come back to my country in the beggining of April to get a credit card. Then certainly I will donate.
Let me refrase that.
If I am to donate 50 dollars, I need to pay 75 reais for the 50 dollars. I don't have 75 reais to spare that easily.
So, don't donate that much? It's not like $50 is spare change here, either. I bet most of the donations Toady gets are more like $10-20. Every little bit helps.

171
DF Dwarf Mode Discussion / Re: I really want to go to the Circus
« on: April 07, 2011, 06:23:09 am »
Pardon my ignorance, but doesn't the circus underpin the entire world more or less uniformly now?

Spoiler: The circus (click to show/hide)
does. The
Spoiler: big top (click to show/hide)
is something different - kind of like a
Spoiler: clown car (click to show/hide)
on steroids.

172
DF Gameplay Questions / Re: Dwarf Fortress...What?
« on: April 07, 2011, 05:47:54 am »
You can counter this easily by having a 1x1 meeting zone instead of a meeting hall or statue garden or zoo though (i - m). All idle dwarves will congregate around this single square, and the massively increased chance for social interaction will make them all ecstatic.

There's a downside to this, though. Dwarves that socialize with each other are likely to become friends; dwarves who have a friend die get a major bad thought and are likely to have a temper tantrum. If all your dwarves are friends with each other, one death can set off a dozen tantrums, and any one of those can result in the tantruming dwarf accidentally killing another dwarf, or a pet, which can set off *more* tantrums, and before you know it everyone is running around killing each other instead of getting any work done. (This is called a tantrum spiral.)

So long as your dwarves are all safe and happy, having them be friends with each other is fine, but it's too easy to lose dwarves to accidents and strange moods for this to really be a good idea, especially for a newbie.

But, one thing. No goblins. No raiders. Nothing. Don't I have enough wealth? I have a crack squad of trained soldiers, six of them. One uses a hammer, three use swords, one a crossbow and one a gigantic axe. All laid out in 3-5 pieces of iron armor, and I'm just waiting for the elfies to come back, to buy some Giant Scorpions. I'm not much of the combat type, but I really wanna test my dwarfsies out...*sigh*

You'll probably see your first goblins come winter. The game does try to give you a chance to get everything set up before it starts inflicting things on you. You can send your military out to tangle with the elephants, though, if you like. It uses the same commands as sending them out to fight goblins or anything else.

Also: gigantic axe? You don't mean 'gigantic axe blade', do you? That's not a weapon, it's a trap component. How did you get your dwarf to wield that??

Oh, and how do you get Thread and that powder stuff for hospitals? I have cloth, buckets, and the crutch-stuff etcs, but that's it...Meh.

You can buy thread from the caravans (it's near the bottom of their list, under the plants) or grow fibrous plants (pig tails, underground, or rope reed above ground) and then process it in a farmer'w workshop to get thread, or keep sheep or llamas or alpacas and shear them at a farmer's workshop and spin the wool, or dig all the way down (anywhere from 10 to 100+ z-levels) to the caverns and harvest cave spider silk. Growing it is probably easiest if you can get the seeds. Try gathering plants outside, it works like cutting trees, and you're reasonably likely to get some rope reed plants that you can process.

Plaster is optional if you have splints. If you find gypsum, you can make it, but I've never bothered.

I've got stairs down pat, for the main part. The only trouble I have now is pumping out enough darn beds and rooms for my dwarves! I just build a 3x3 space in the mountain, stick a bed and cabinet in there, and then put a door on the entrance. But, more and more dwarves are coming! I have 45 or so right now, and I fear that more are on the way. It's disturbing, and I'm quickly outgrowing the natural resources on my map, even on other z-levels!

How many groups of immigrants have you gotten? If you got exactly two, you probably won't get any more, since it sounds like your civilization is dead. If you've gotten more than three groups, then they're coming from *somewhere* and are indeed likely to keep coming. Dormitories are a good idea until you can get proper rooms put together - a dormitory with 10 beds in it should keep almost any number of dwarves from sleeping on the bare stone.
 
Also, there are lots of z-levels. Most maps have about 150 of them. Only a few grow wood, but you shouldn't be in any danger of running out of space, or stone. You may or may not ever run out of ore, depending on the settings you used to generate your world, but if you've found ore on the first few levels there's probably more on the ones under you. (And even if you do have enough ore, you might want to dig down anyway - there's stuff to explore down there!)

Anybody know what to do? I have so many useless dwarves. 20-30 of them are idling 24/7 in my meeting place, and even if I remove it, they just idle by the caravan. My super-awesome-smith refuses to burn wood for charcoal, and won't smith anything! He idles, then will quickly run off, drink, eat, sleep, idle, repeat. It's getting quite silly. My only =working- dwarves are the fishermen, hunter, and sometimes those darn farmers...

The metalsmithing labors don't actually make a dwarf do smelting or wood burning - you need the furnace operator labor for smelting, and the wood burning labor (which is considered a farming job, oddly enough) to make charcoal from wood. Maybe you should have some of your idle dwarves do that, and your smith can focus on smithing? To change which labors a dwarf is set to do, press 'v', bring the cursor near a dwarf until he starts flashing, press 'p' for preferences and then 'l' for labors. You can turn any job on on any dwarf, they just won't be very good at it until they get some practice. It's better to have each dwarf focus on one or two things, though - a dwarf that just does masonry will get to be very good at masonry, but if you have five dwarves who all do masonry and mechanics and carpentry and stonecrafting and brewing, none of them will get to be very good at any of those.

Setting jobs for 45 dwarves will get tedious. There's a program to make it much quicker and easier, called Dwarf Therapist. I think it's already been recommended to you. You really do want to get it. (It also comes in the lazy newb pack that I recommended earlier.)

173
Double check using 'k' that they aren't Above Ground. Just because you're underground, doesn't mean that the game considers them so. Any square exposed vertically to the sky will be considered Above Ground.
Actually, any tile that has ever been exposed vertically to the sky is Above Ground, and thus freezes with all the rest of the surface.

Or even a tile that's been exposed to a tile that's been exposed to the sky. Meaning that if you dig a 1-z hole, roof it over, and then channel out a second z level in the hole, the second z-level will also be above ground even though it's never seen sky.

174
DF Gameplay Questions / Re: Giveaways.. worth it?
« on: April 06, 2011, 10:05:01 pm »
Leather seems to count as cloth for these purposes. A couple forts ago, I had a huge stockpile of leather that I was planning to turn into armor and hadn't gotten to yet, and the elves and humans brought me no cloth at all until I started using it up.

175
DF Gameplay Questions / Re: Dwarf Fortress...What?
« on: April 06, 2011, 10:01:05 pm »
I didn't know that there was a difference in tools and stuff like that, much appreciated...So, those points into negotiation were a waste? *sigh*.

They weren't a waste, their effect just isn't displayed how you thought it was.

The base price of that pick was 220, but that doesn't mean that that's what you paid for it in practice. Traders always have to be offered more than the value of the items you want from them in order to accept the trade, and your dwarf's negotiation skill determines how much more.

So for example, if you're just buying that pick, with a novice negotiator you might have to offer 400 dwarfbucks of trade goods in order for them to take the offer - the base price is 220 but you actually pay 400. With an experienced negotiator, you might only have to offer 300 worth of goods, and a legendary negotiator might be able to talk them down to 250, though usually by the time a fortress has a legendary negotiator it also has so much junk lying around that you'll almost be willing to pay the traders just to haul it off for you.

176
DF Modding / Re: [POPULATION_NUMBER:30:50]? What is this?
« on: April 06, 2011, 12:30:25 pm »
It's notable that between .18 and .25, plants and wild animals were changed to have "roughly contiguous" ranges on the world map, so they don't automatically occur in every possible biome now. That explains your lack of foxes and pandas, and may also have something to do with the other animals.

177
DF Modding / Re: Dwarf Caramel: A livestock replacement mod.
« on: April 06, 2011, 11:09:43 am »
I've reached a decision regarding the non-region cave coral species.

Since several vein and large cluster stones appear in more then one region, and it'd be hard to balance the different regions' stones, I'm not going to do that.

Other than the fact that they're a much more reliable source of specific layer stones, there's not very much difference between layer-stone coral and regional coral, assuming I use the same mechanics to generate the relative frequencies. For example, a regular igneous extrusive coral has a 4.71% chance of giving an olivine stone and a 0.75% chance of giving a kimberlite stone. A gabbro layer coral - the only extrusive that gives those two - has a 14.12% chance of giving the olivine and a 2.24% chance of giving kimberlite. It's not insignificant, but it's certainly not game-changing, and doesn't seem to be worth the animal-list clutter and management headaches, so I'm going to leave it out.

I am going to do single-stone corals for each ore and economic stone, including flux. I might also do one for kimberlite with diamonds and one for bauxite with rubies and sapphires, as well, but other than that I'm not going to mess around with gems. In a few cases, I plan to combine obviously-related stones that occur together, like native silver and horn silver, into one coral, but basically these guys will be single-stone-specific.

These should be out in the next few days - they're essentially done except for setting up the stones that they give and hashing out the correct pet values, but I have some coding work that I need to get on top of, so this's taking the back burner for a bit.

178
DF Gameplay Questions / Re: Dwarf Fortress...What?
« on: April 06, 2011, 05:50:09 am »
Adelene, thanks for explaining that too me! I haven't seen anybody besides my dwarves (OH and the caravan that came in winter :D), but I'll keep an eye out.

I didn't mean the caves you've dug out - I meant the natural caves below your fortress. You'll know when you find them because you'll get a big-deal notification that you've found 'an expansive cavern'. They're pretty cool, but also pretty dangerous.

Also, how do I get my dwarves to fight? I had three in my active military, all well armed. Short swords, I forget what metal, but it was either platinum/silver/steel, one of those.

Platinum can't be made into weapons, and making steel is complicated enough that you're unlikely to have done it unintentionally. The swords are probably silver, then, which is not too good for edged weapons. It's awesome for hammers, though. (If you do have steel, that's a very good metal to make edged weapons out of, but not so good for hammers. It's also good for armor.)

And copper ringmail, leggings, gauntlets, boots and helmets.

Copper's not very good for armor, but it's certainly better than nothing. It sounds like you're getting the hang of making objects, though, which is good. :) If you have cassitterite on your map, you can smelt your copper together with it to get bronze, which is much better. Or if you have iron ores (limonite, magnetite, hematite), those are good, too. Steel's basically the best, but that requires iron, flux stone (limestone, chalk, marble, or a few other types of stone that are found near limestone and chalk), and coal, and it's not too likely that you have all of those on your map if you're playing the newest version.

Shortly thereafter, I was attacked by "Zombie Capybara" and "Skeletal Capybara", but they were invisible. I couldn't find them, and every two seconds I'd see "(Dwarf) failed to (do something) due to Zombie Capybara" or whatnot. All six of my War Dogs died, killed out. They got a few of them, but my militia did NOTHING... Why? >_> sorry.

Ooh, you have zombies? That's not so good, especially if you only have silver. They're one of the tougher kinds of things to fight, and my understanding is that they need to be hacked to pieces, which hammers won't do. For future reference, when you're choosing someplace to settle, purple is not a good color to see on the map unless you're looking for a challenge.

Anyway, to answer your question - military dwarves basically act as civilians until you specifically tell them to do something, until they get to be very high level. It sounds like you already have a squad set up, but if not, that's done under the [m]ilitary screen. (Tip: When you're doing this, make sure to go to the s'u'pplies tab and turn off 'carry food' - this is buggy and will end with your militia leaving un-dumpable rotten food lying around if you don't turn it off.) Once you have a squad, you give them orders from the main screen by pressing 's' to bring up the squad menu (important note: unlike most menus, this one does NOT pause the game, though you can press space to pause it manually while this menu is open), then press 'a' to select your first squad, and select an order from the list. 'm'ove is a good one, and so is 'k'ill, 'l'ist. The kill-list command will bring up a list of all the things on the map that you can tell your squad to attack, so you don't have to find them on the map first. You should keep an eye on the squad while they're doing their thing - if you want them to retreat, you can clear their orders, at which point they'll turn back into civilians and run away. Also, when they kill something, the order to track that creature down isn't automatically cleared, so they'll tend to hang around the corpse rather than going off to kill the next thing on the list or going back to work, so you'll want to adjust the orders whenever that happens.

It's also a good idea to give your military a move order every few months or year or so, to remind them that they *are* part of the military and should be carrying good weapons and wearing good armor. Otherwise they tend not to update their equipment, and then when you need them to go fight something they run all over creation getting the right gear first.

Also, when you get messages like that, if you want to see what's going on, you can press 'a' to bring up the announcements list, scroll to the interesting announcement, and then z to zoom to where it happened. The creatures involved might have moved away, but it'll give you a starting point at least.

Additionally, one final, important question. What happens when you run out of ores and wood on a certain map? It's small, with only one big rocky-mountain-diggable area, and I can find no more ores! Is there a way to descend a level? Thanks :D

You can certainly dig down. Stairs are the best, but they're a little tricky if you're not used to thinking in 3 dimensions. Also, they can either be dug, from the same menu that you use to designate rocks to be dug out normally, or constructed, with [b ][C]. I recommend digging them, when you can - [d][j] will select the down-stair tool, and then you can designate a down stair to be dug the same way you'd designate stone to be dug out. Also, this can be done in an area that's already dug out, so long as there's a floor. Once your miners dig that out, you press > to go down to the lower level, and you'll see a tile that looks like a stone wall in the middle of a bunch of un-dug stone. You need to complete the stairway down to that level for the dwarves to actually be able to go down there, and that's done with the [d][i ] (up/down staircase) or [d][u ] (up staircase) tool. It's a bit confusing, since we usually think of stairs as one object rather than two, but I look at it this way: Stair tiles are a bit like one-way doorways. If there's a doorway, but it just leads to a wall of rock, I still can't go through it. The down-stair tile is a doorway to the lower level, and if there's rock on the other side of that doorway, it's not good for traveling, but at least your dwarves can get to the stone on the other side to mine it out so people can stand there. And since it's one-way, you need another doorway on the other side pointing back in the other direction, which is what the up-stairs do, and up/down stairs are double one-way doorways: One one-way doorway that points up, and another one-way doorway that points down.

If that's too tricky, I can also explain ramps, but stairs are better if you can understand them. Ramps are a little easier to make, but they're also a bit more dangerous - if you don't understand what's required to use them, or if you accidentally dig out the wrong thing, you can trap your dwarves, whereas if you do stairs wrong, most of the time your dwarves just won't use them at all.

Also, between this question and your comment about the invisible zombies, I wonder if you've figured out how to move your view up and down in general? The < and > buttons move your viewpoint up and down respectively. This is important, since even if your fort is all on one level, your map's terrain probably isn't, and you'll need to be able to keep an eye on all of it.

Edit: Also, this is entirely true:
You're in a particularly nasty embark point, for a beginner.  Alternating freezing/thawing and undead creatures, plus the possible confusion of terrain that a flat plain would might obviate while you' were still getting used to Z-levels.  Still, you're learning this game well, I think, on the whole.

179
DF Gameplay Questions / Re: A fort question. :)
« on: April 06, 2011, 03:33:59 am »
I've tried using quantum dumping and stone stockpiles to clear areas and although they work the former involves lots of designating stuff to be dumped and can get tedious when there's ore etc. mixed in with the rocks that you want to keep hold of.

[z] > stocks brings up a list of everything that your fort owns, with notes on what's forbidden, set for dumping, etc. So you can [d][b ][d] a section of stones, and then go into your stocks menu, scroll down to 'stone', and un-dump-designate the ores and things that you don't want inaccessable.

Also, you can use that menu to selectively un-forbid certain stone types when everything is in a quantum stockpile, so you have clean floors *and* access to your ores, and more control over what stones are used for furniture and crafts as a bonus. The downside is that you do have to wait for things to get dumped, this way. (Setting up stone stockpiles and letting those get filled up with enough stone/ores to last through the dumping process before you start mass-dumping things will help.)

I don't know whether the dwarves find these better than those made out of rough boulders but I find it aesthetically more pleasing.

They're more valuable. I don't think the dwarves actually care about the value of things other than their rooms, the dining room, and statues and stuff that they get thoughts for admiring, but it'll affect how serious the goblins are about attacking you and how soon you get to become a barony, and things like that.

180
DF Suggestions / Re: Baby dwarves should take their mother's surname
« on: April 06, 2011, 02:46:52 am »
Someone on another thread suggested that dwarves might use the more skilled spouse's surname, regardless of gender. So if Urist McLegendaryBonecarver and Urist McNoviceCheeseMaker get married, they'd be the McBonecarvers, whether Urist McCheesemaker is the husband or the wife. That seemed like a pretty nifty idea.

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