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Messages - Zaik

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76
DF Gameplay Questions / Re: world gen volcanoes
« on: October 19, 2010, 06:47:34 pm »
just set the minimum volcanoes number higher.

I typically set my rivers to 800 and my volcanoes to a silly high number, i think my current one is 4900(large map).

It will fail to generate for any number of reasons after about 500-1000 tries(generally a rejection about grasslands), so i tell it to ignore all rejects and generate anyway.

I always get a perfectly usable world with about as much in the way of rivers, civs, volcanoes, and titans as possible, and only generate a tiny bit of history(50-100 years) so i don't lose anyone.

77
DF Gameplay Questions / Re: A question about shields
« on: October 19, 2010, 06:44:37 pm »
I have a one-handed macedwarf who holds his mace and shield in the same hand. Is this a good thing?


There's no real penalty for it, from what i've been able to tell.

I had a very successful one handed axedwarf that just got started a bit too early.

If they've already got the weapon skill there's no sense wasting it.

78
DF Dwarf Mode Discussion / Re: It drove him stark mad..
« on: October 19, 2010, 01:58:02 pm »
Yeah, I had a surgeon go berserk for absolutely no reason at all. He was traveling down a single tile hallway when it happened, i just figured he was claustrophobic or something.

79
DF Dwarf Mode Discussion / Re: Mountain and hell
« on: October 19, 2010, 01:43:12 pm »
Yep, it's been happening more and more lately.

80
DF Dwarf Mode Discussion / Re: ore cluster
« on: October 19, 2010, 01:38:30 pm »
whee

Spoiler (click to show/hide)

gonna embark really quick and make sure there's not a bazillion holes into the circus or something silly.

Behold, the holy land:

Spoiler (click to show/hide)

The map, once revealed, appears to be totally normal, aside from two of the four adamantine sticks downstairs not breaking entirely through the semi-molten rock. Not that it matters or anything, with seven full layers of the stuff.

DFProspector won't show the quantity of the layered stuff though, which is pretty normal. Just stick that [SEDIMENTARY] into the raw adamantine item in inorganic_stone_mineral and you get that.


81
DF Dwarf Mode Discussion / Re: ore cluster
« on: October 19, 2010, 12:31:16 pm »
3 Whole zlevels are magnetite? As in you mined it out edge to edge and the "layer" is actually magnetite?

That's pretty crazy. Clusters pretty much can't work like that, as far as I know. Have you been messing with the raws lately?
Well, I went "what the heck how bad can it mess thing up" and was running three copies of DF. (quad-core CPU being put to proper use).
Yes, three entire layers of magnetite. nothing else.
then a few layers of magnetite/SMR.
WHERE THE HELL IS MY COTTON CANDY.

That quite sounds like duplicated layer/stone raws.
I played around with that and ended up on a cotton candy layer.
Was quite nice until the very first goblin ambush made me abadon it :<

If you want one of those, just throw this in your inorganic_stone_layer raw file:

[INORGANIC:RAW_ADAMANTINE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:raw adamantine][DISPLAY_COLOR:3:7:1][TILE:154]
[ITEM_SYMBOL:'*']
[SEDIMENTARY]
[MATERIAL_VALUE:250]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:200]
[THREAD_METAL:ADAMANTINE:100]
[IS_STONE]

I would remove it from inorgnaic_Stone_mineral and give something else useless like puddingstone or somesuch the [DEEP_SPECIAL] tag, but you could just go with that and see what happens too. Heck, you might even be able to try adding [SEDIMENTARY] to the raw adamantine in inorganic_stone_mineral, i'm going to try that out of plain curiosity now.

82
DF Dwarf Mode Discussion / Re: Nightwing
« on: October 19, 2010, 12:27:05 pm »
[CAN_LEARN] means it gets better with experience. [EQUIP] means it can use weapons. I think. I haven't done much messing with the raws.

Yep.

If you add in [CAN_SPEAK], it will gain speech skill when sitting around idling in the meeting area if someone is nearby to talk to.

My war tigermen did it, anyway >.>

I don't know how to actually get them to equip stuff though. I guess it;s jsut somewhat random, if they happen by some armor or weapon they'll equip it, or more likely it'll be like the bug where trolls will take the socks of a dwarf they killed and beat other dwarves to death with them.

83
DF Dwarf Mode Discussion / Re: Nightwing
« on: October 19, 2010, 12:23:19 pm »
Spoiler: raws (click to show/hide)

Can't breed, can't be tamed.
Too bad:
[EQUIPS]
   [CANOPENDOORS]
   [CAN_LEARN]
   [FLIER]
   [NOPAIN][NOBREATHE][NONAUSEA][NOEMOTION][NOEXERT][NOFEAR]
   [NO_DIZZINESS]

hey, look, now they can.
Spoiler: edit (click to show/hide)

84
DF Gameplay Questions / Re: endless cannot follow order soldier
« on: October 19, 2010, 12:12:13 pm »
ah ok that kinda explains it

Well, the actual reason is that any dwarf with woodcutting enabled is compelled by strange mood-grade forces to equip ANY axe not being used for military duty, not equipped on another woodcutter, and not forbidden, even if they're on active duty. So, they will constantly keep trying to equip only a non-military equipment axe and then only their current military-assigned weapon, even if it's another axe. You *can* forbid or have other dwarves equip all your free axes and then they'll function fine, but as soon as a free axe pops up they'll go crazy trying to sort it out. Last time i did it, i had a guy train just fine for two years, then suddenly start running up and down hallways in my bedrooms naked switching axes over and over and over.

85
DF Gameplay Questions / Re: endless cannot follow order soldier
« on: October 19, 2010, 11:43:51 am »
Woodcutters are very bugged for military training, if you turn off his woodcutting skill he will function just fine.

86
DF General Discussion / Re: Wait... TOOLS?
« on: October 19, 2010, 11:42:51 am »
Another possibility is that all dwarves carry with them, from birth, a full set of tools in their beards.

That WOULD explain why any dwarf can do any task acceptably well enough to produce a product every time, even if they've never even looked at someone who has ever done it before.

87
DF General Discussion / Re: Hammerdwarf wielding 2 war hammers?!
« on: October 19, 2010, 11:38:01 am »
I know for sure that a dwarf can use both a weapon and shield in the same hand and both function perfectly normally if that dwarf lost their other hand.

I *think* that equipping two weapons, the dwarf will use the one they have the most skill with 99% of the time, unless it's really close, and will most likely use the most valuable(not necessarily most powerful, a steel mace is worth a lot more than a copper or silver one but a lot less useful)one if given the option of two similar ones. That is the method they use to decide equipping armor/weapons when not given specific instructions, so i would venture a guess that they would use the same method in deciding between the two, but with something like this it really could be anything.

That said, one time i had a dwarf equip three weapons in one hand, two in the other, and two shields in the other. All his attacks were wrestling moves though :/ I haven't used uniforms since.

88
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 19, 2010, 11:31:52 am »
If you don't forbid shot but not destroyed ammo you'll have dwarves running out to grab every single not destroyed bolt or arrow in the middle of sieges.

89
DF Gameplay Questions / Re: How do you protect your merchants?
« on: October 19, 2010, 10:35:24 am »
Ok so im about 3 years into my current fort.  Things been going well but I was getting low on booze, decided it wouldnt be such a problem since I could clean out the next dwarven caravan to top-up.....

Well they spawned, moved about 8 tiles and triggered 2 ambushes, still 50 tiles or more from my walls so I had no way of saving them from all being horribly butchered at the hands of a bunch of goblins and elves.

Any advice on keeping these fools alive?  Their entry point seems random so i cant really make a walled road or anything, and with my map having extreme cliffs everywhere most of the time I cant even see whats going on.

My military is not up to patrolling the map, anyone who strays far from the walls is dead since there seem to be ambushes lurking all over the place and the military does not survive sallying out past the trapline to defend people (tested that too)

How do you keep merchants alive?  come the time when im getting proper seiges then...they can fend for themselves, but i'd like to get them in past the odd ambush.

Couple of related/not-so-related questions:
Ambushing bad guys who are still in hiding, will path towards my fort right?  I dont want them loitering about in the hills camping for merchants, there is a clear path from outside to inside of my fort at all times (clear as in un-obstructed).

On a different note....my Mayor has the word Mandate in brown text and displays the words Make Bismuth 1/1.....seems odd since he had a mandate to ban export of bismuth, i noticed that last mandate end but didnt see any note about him starting a new one...does he want me to make something outta bismuth?  could be tricky since i have none and have something of a merchant problem (see above)

The only real way i've ever been able to protect them is sending a fairly large number of military units at them as soon as they get on the map. Used to not be so terrible of a problem, but once i got fortress defense 2 mod i had to remove sieges in autumn because before i might have seen the dwarven caravan twice per game tops, including that first visit. I suppose the other option would be to make dwarves active in all four seasons.

Actually, i think i may do that...

Anyway, about your other questions:

Ambushers will path inside your fort if there is any opening available to them, whether it's a big open backdoor with no defenses or a horrifying trap filled hallway littered with the corpses of other ambushers. If you seal your fort off from the outside entirely until a caravan comes, they will wait out there for it.

Mandates are color coded to tell you how long you have left to meet them. Brown = long time, yellow(i think?) meens medium time, red means finish it fast or someone's getting a beating/going to jail. White mandates are export prohibitions. For "Bismuth", all you have to do is smelt a bismuthinite ore into bismuth bars, or smelt bismuth bars into bismuth bronze, or make any other item with bismuth, though i'm not really sure a lot is available for that particular metal. Pretty much just make any item possible directly related to bismuth. I don't think making a bismuth bronze furniture/armor/etc. item will do it though.

90
DF Gameplay Questions / Re: upright spear traps
« on: October 19, 2010, 10:25:29 am »
You shouldn't be able to dodge in a 1x1, meaning you'd be missing a defensive skill entirely, though you'd gain the others faster.

If that's true, and you made 1x1 to train up legendary shield users and blockers(weapon skill)...  Does that mean they'd always block and never dodge? You could train a unit of elite bridge-fighters and never worry about them falling to their dooms.


Yes, but I'm almost positive that blocking takes priority over dodging, and even a legendary +5 shield user regularly dodges, so if you remove that entire skill then your dwarf is just taking the hit. Might be okay with edged weapon users that your armor outclasses, but a blunt weapon can easily break a bone like that, and generally(in my experience) the first major injury is the last one, unless your dwarf just got unlucky and has lots of backup to clear the invaders off his unlucky near-corpse.

It's much easier to drain or floor over all the murky pools than engineer some crazy semi deathtrap to raise them to adequate swimmers that will occasionally maybe eat a dwarf. Heck, all you really have to do is channel out a tile in the side of it so there's a ramp for them to get out of, they'll get out fine as long as they aren't unconscious or missing several limbs, in the latter case you kinda want them to die anyway.

I could see wanting swimmers if you had a major river or ocean on your map, but those both slow me and my crappy computer down so much i never use them anymore.

Edit: also, you will max out all combat related stats from danger room training quickly enough as it is, swimming a little won't speed it up or give you something important you wouldn't get otherwise.

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