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Messages - JAFANZ

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31
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 26, 2014, 08:30:40 pm »
I realise the primary purpose of Dormitories is to prevent unhappy thoughts about not sleeping in a bed, but is room value relevant?

Or is that only for personal rooms?

'cos I'm thinking it might just be easier to raise the value of the dorm than decide on a room architechture early on.
My gamey tactic was to make a dorm, but turn each bed into a single dorf's bedroom.

For all practical purposes it was a dorm with an incredibly high value. A 10X10 room, with engraved floors, and engraved walls, has 121 tiles. Since each tile has a base value of 1, and smoothing/engraving greatly increase the value, it's pretty easy to get a room so valuable that even when it overlaps another room it's still a "Great Bedroom." Since the overlapping penalty is a straight fraction of the room value, a room that doubles as your Broker's bedroom/office has the exact same value as one that all 89 of your dorfs think of as "their" bedroom.

Note that this means you can fairly simply put all your guy's offices/dining rooms/bedrooms into a single room, and your only problem will be the Baron being pissed that everyone else has such fine quarters. Early game this is a life-saver because you don't have to bother with individualrooms until your good and ready for them.
Ooh. That's useful, 'cos what I want to do is replace all the floors & walls with metal (i'm planning on turning all my tetrahedrite in billon, because I can get better weapon value by producing steel from the available iron ores).

32
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 25, 2014, 10:19:27 pm »
I realise the primary purpose of Dormitories is to prevent unhappy thoughts about not sleeping in a bed, but is room value relevant?

Or is that only for personal rooms?

'cos I'm thinking it might just be easier to raise the value of the dorm than decide on a room architechture early on.

33
DF Dwarf Mode Discussion / Re: Dwarfs aren't using barrels.
« on: June 25, 2014, 08:07:42 pm »
I've been noticing that empty barrels & pots seem to get claimed by stockpiles with barrels enabled, & then not actually made available to contain whatever the stockpile is for (i.e. "Urist McBrewer cancels Brew Drink; needs empty food storage container" "well what about the 14 empty pots just sitting there in the Drinks stockpile retard? [nb: I specifically did not link any stockpiles to my food/drink workshops]).

Using the "Reserved Barrels" setting on the Stockpile designation screen did seem to help though.

34
I currently mostly do Serene with clay & "high drainage".

Fire clay is nice, but Sand is easier to find..

35
These wiki pages may help, I think the settings you want are the [GRAPHICS_FULLSCREENX:0] & [GRAPHICS_FULLSCREENY:0] ones (in the init.txt previously mentioned).

http://dwarffortresswiki.org/index.php/DF2012:Init.txt
http://dwarffortresswiki.org/index.php/DF2012:Technical_tricks#Settings_-_init.txt

36
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 23, 2014, 06:07:04 pm »
I like to use a 1-tile garbage dump over an indoor 1-tile food stockpile (with everything blocked) as a place to store 1 of each seed I acquire, just in case (using a food stockpile prevents rot, blocking everything means it never grabs anything).

Early on I also use it for a bunch of other storage too, but for most things the Minecart-QSP is better.

37
DF Dwarf Mode Discussion / Re: MOAR DWARFS!
« on: June 19, 2014, 07:48:04 am »
If you edit your "<game root>\data\init\world_gen.txt" file, you can exceed the hardcoded limits for most things.

If you have already saved the Advanced params with 10k embark points, you can do a "search & replace" on the file for "[EMBARK_POINTS:10000]" setting the replace to "[EMBARK_POINTS:<however_many_you_want>]", but ensure you maintain the capitalisation.

38
DF Gameplay Questions / Re: minecarts
« on: June 15, 2014, 03:37:45 pm »
Minecarts move twice the ore of a regular dwarf, it moves atleast twice as fast, and if guided goes up ramps like nobody's business.
"Twice"? I thought Minecart capacity was 5 boulders/load?

39
DF Gameplay Questions / Re: Unable to Distribute All Skill Points
« on: June 07, 2014, 03:37:00 pm »
It can be worth bringing some wood if you want more than 3 garaunteed beds before the Caverns/Caravan though.

40
DF Gameplay Questions / Re: Can't get speedy dwarf cheat working...
« on: May 27, 2014, 08:22:56 pm »
Yeah, since you want to modify dwarves it needs to be attached to the dwarves.

The other method, since you're using the LNP, which is a more temporary one is to pop over to the DFhack window & use Fastdwarf.

Quote from: hack/readme.html
fastdwarf
Controls speedydwarf and teledwarf. Speedydwarf makes dwarves move quickly and perform tasks quickly. Teledwarf makes dwarves move instantaneously, but do jobs at the same speed.
        'fastdwarf 0 0' disables both
        'fastdwarf 0 1' disables speedydwarf and enables teledwarf
        'fastdwarf 1 0' enables speedydwarf and disables teledwarf
        'fastdwarf 1 1' enables both
        'fastdwarf 0' disables both
        'fastdwarf 1' enables speedydwarf and disables teledwarf
        'fastdwarf 2 ...' sets a native debug flag in the game memory that implements an even more aggressive version of speedydwarf.

41
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 27, 2014, 09:14:02 am »
^ you can butcher already dead animals. Though in the case of whales its best to bring the butcher to the corpse than the corpse to the butcher.

Those whales were tame though. Tamed pets can only be slaughtered while they are alive. They cannot be butchered while dead. Wild animals are the exact opposite, where they must be dead to be butchered, and even if caged they cannot be slaughtered alive.
You know, I remember finding a workaround to this, but for the life of me I can't remember whether it actually required reanimating them as zombies.
Is this where the "Execution Tower of Gibbing" comes in? IIRC if drop the "tame" beastie far enough it explodes on impact you can butcher the pieces? (Note, it's been a while since I actually played, so I may be misremembering).

42
The title says it all. I have well over a hundred bags kicking around my fortress. I have three different workshops pumping them out as fast as they can and yet the glassmaker still cannot apparently find one while the mayor screams about the clear glass window he has to have.

How do I fix this?
Have you assigned both a sand collection zone & a sand collection job? 'cos all you actually mention is crafting of bags, not loading them with sand.

43
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 22, 2014, 03:02:15 am »
1) This embark has been downloaded 14 times from the DFFD.  Where is everybody?
I DLd then decided I'd probably better stick with subterranean.

Hey, cool.  Are you still playing on the same embark?  It might be kind of neat, to find out what's been under our very feet all this time!

Too bad it's so very, very scary down there...
No, sorry, I'm also not big on Peasants.

Plus, if you really wanted the gabbro to be useless you should've used a block not a boulder.

That said, I have re-DLd, & am considering attempting it after all.

44
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 22, 2014, 01:55:24 am »
1) This embark has been downloaded 14 times from the DFFD.  Where is everybody?
I DLd then decided I'd probably better stick with subterranean.

45
You could always generate a new world with a different scarcity...

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