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Messages - FleshForge

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226
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 16, 2010, 10:43:00 pm »
Hmm, Desired Good/Evil Square Count settings at 750, 2,500 and 7,500 seems a lot easier to get a working combination on medium map size, try that.  Also much quicker to just 'p' on the first rejection screen and let it run out, if you get a dead world oh well.

227
DF Gameplay Questions / Re: My Dwarves wont slaughter anything.
« on: October 16, 2010, 10:31:02 pm »
Check (o)rders -> (W)orkshop preferences, I believe there's an auto-butcher option that may be turned off.

228
DF Gameplay Questions / Re: DF2010 magma and map question
« on: October 16, 2010, 10:28:09 pm »
I should qualify that a little bit - if you're seeing igneous extrusive layers on the embark screen, then your odds of having a magma pipe somewhere in the region tile are higher, and if not then smaller, but still no guarantee either way.

229
DF Dwarf Mode Discussion / Re: Butterfly Bridge
« on: October 16, 2010, 10:14:37 pm »
However, the design is not perfect. Building-destroyers (e.g. Trolls) will happily smash the first floodgate they encounter... This is good because it will get rid of the troll, but bad because resetting the system takes time (and an engineer has to get outdoors in order to fix that).

I don't even make floodgates any more since drawbridges do pretty much everything just as well, are not limited in shape or size, and are indestructible when raised.  It's nice to feed a big-scale flood type trap with 10-wide floodgates, sure is a lot less mechanic time too.

230
DF Dwarf Mode Discussion / Re: Butterfly Bridge
« on: October 16, 2010, 10:11:23 pm »
I know sufficiently heavy things keep bridges from retracting or raising, but what if you substituted grates or hatches? Do they suffer the same problem? I know this increases the number of hookups you have to do hugely, but I have a ton of mechanics anyhow.

That's a good question, I may try that.  Yes it's a lot of hookups, and a big downside is that they have to be done sequentially, and you can only queue up 10 at a time.

The toilet pressure-washer thing is a great idea :)

231
DF Dwarf Mode Discussion / Re: Collapsing ocean volcano
« on: October 16, 2010, 10:07:25 pm »
Yeah that came out pretty differently from how mine did, in my case the upper level of magma didn't really go down except for the first level getting converted to obsidian.  Are you sure that space now filled with water wasn't open space at the start of the map?

232
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 16, 2010, 09:59:08 pm »
It's entirely random even if you set specific parameters - the only way you could really force those things to be very large would be to set a maximum on neutral tiles, and you can't do that.  Just be patient and discard the maps that don't have what you want, you don't even have to gen them fully - just get to the point where history starts counting and hit Escape, and pan the map around, abort if it's junk.  I've genned maps that have maybe half their tiles as good or evil, and with the same settings gotten more like 1%.  You can fiddle with desired good/evil subregion tiles settings, but this isn't too helpful as this will cause worldgen to choke on excessive numbers of rejections for other reasons - I guess it will finish eventually, but when I've tried this it ran up to many thousands of rejections with a lot of reasons for failing.  Since subregion alignment is determined at nearly the end of worldgen, just before civ placement and history, this means a lot of time is wasted on rejects because of all the shit done beforehand like calculating rivers and lakes.  IMO quicker and cleaner to just roll many times and manually discard maps that you don't want.

Just for grins I'm actually trying to roll a map with very high min region sizes for good-aligned (1,000, 5,000 and 10,000 respectively), I'll come back when/if it ever finishes.
edit: that actually didn't take that long, although tbh the time it took was about the same as rolling it manually - however very nearly all the map is good aligned, which is pretty cool.  The cruddy part is you have to babysit it to intervene on all the excessive rejections dialogs.

edit again: after a couple of times going through this, it's actually not too bad time wise, give it a try I suppose ^^  err, that's been with medium map size

233
DF Dwarf Mode Discussion / Re: 5x5 100z tower
« on: October 16, 2010, 09:45:46 pm »
How about a 100z magmafall as a tribute to masculine insecurity.

234
DF Gameplay Questions / Re: DF2010 magma and map question
« on: October 16, 2010, 09:01:49 am »
They do, but they are even less common than they were in 40d. Now you pretty much have to have a volcano on the map or near near the local area you embarked on in order to find one.

That isn't true at all, look around with a map reveal tool and you'll see they vary greatly.  As far as I can tell the appearance of magma pipes is governed by the Volcanism stats in world gen, and has pretty much nothing to do with presence of a volcano.  The thing is, you have no way to tell from looking at the embark screen whether your embark will contain a magma pipe - but you can peek with a map revealer and discard maps that don't have one in a convenient place.

235
DF Dwarf Mode Discussion / Re: Collapsing ocean volcano
« on: October 16, 2010, 08:39:34 am »
It actually doesn't take too long to get through this - the water spreads out and covers the magma at the top of the volcano and creates obsidian.  Sometimes this happens on an unsupported tile, which is what causes all the cave-in events, but in fairly short order the volcano is capped with obsidian and the cave-ins stop.  The water settles down after a while and you basically have a magma pipe under the water, like you could have gotten on any other map, but with the cool factor of how you got it.

236
DF Dwarf Mode Discussion / Re: Butterfly Bridge
« on: October 16, 2010, 08:35:28 am »
No no no, think BIG.  Three 3x10 bridges on each side.  Dropping them 20z into magma, which can be drained every few years to harvest the iron and other magma-safe stuff and burn up all the garbage.  If you've played with the Fortress Defense mod, you may have noticed what a massive amount of scutwork this saves, all the corpse hauling and refuse sorting and the like.

237
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2010, 02:08:24 am »
Apparently my fort smells delicious to unicorns, and herds of them keep swarming into my diabolically horrible entrance and exploding.

238
DF Gameplay Questions / Re: How to find job target?
« on: October 16, 2010, 12:17:39 am »
Prevent this from happening in the first place with o-F-(cio).  Especially on lumpy terrain, this is a huge pain in the ass to handle with manually forbidding stuff.  Much better to reclaim only what you want to reclaim, when you want it.  Be aware there are still a couple of things that may be un-forbidden but nearly everything is handled by these orders.

Also be aware that assigning animals to cages or chains does not respect the forbidden status on a cage an animal might be in, e.g. if an elf caravan got ambushed outside your perimeter and there's a cat cage out there.

239
DF Dwarf Mode Discussion / Re: Something rather... Unusual just happened.
« on: October 15, 2010, 10:32:35 pm »
Good to know, thanks.

240
DF Dwarf Mode Discussion / Re: Butterfly Bridge
« on: October 15, 2010, 10:20:43 pm »
The downside to putting the pressure plate at the end is that some invaders will certainly get past it.  If it's in the middle, especially if you use multiple bridges to make a longer span, then they have essentially no chance - verrrry rarely something gets through, maybe 1% of stuff that tries to get across.  It's much better to have a few stuck BEHIND the trap rather than have a few get through it, that's the point of having the trigger in the middle of the span.

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