Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jaxad0127

Pages: 1 ... 12 13 [14] 15 16 ... 24
196
DF Dwarf Mode Discussion / Re: I found a most amazing embark
« on: October 12, 2010, 03:36:34 pm »
You want to look at the raw differences as well, since there have been changes. Not updating should leave slade mineable, for example.

197
DF Gameplay Questions / Re: A way of setting priority on jobs?
« on: October 12, 2010, 03:04:06 pm »
Runescape will let you view the raw values and change them.

198
DF Gameplay Questions / Re: Seasonal Melting
« on: October 12, 2010, 03:02:59 pm »
I have 2 murky pools that I emptied to make my underground farms with.  Winter came and there was only 2 1/7 water tiles where the murky ponds use to be.  When the thaw came they were completely filled again and flooded my farms just before they were getting harvested causing the loss of everything.

Will the murky ponds fill up again every time it thaws?  I have built a wall to prevent it from happening again but definitely wasnt expecting that.  The ponds have and outside access one z-level up if that makes a difference.
1/7 water will form 7/7 after freezing. Rain will refill murky pools.

199
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 12, 2010, 03:01:51 pm »
This is sort of a meta-DF question, but why are there suddenly so many new people having trouble figuring out how stairs work? I've seen people ask about stairs like a hundred times in the past two weeks. Why is this suddenly so much more difficult to figure out than anything else in the game?
I think it's more that the stairs vs ramps question was brought up recently, and never resolved, so new players ask for a resolution.

200
Also, after each patch of wall, the entire thing recenters and skews your perception of where you are.
Not if you start the next section  right after you hit enter on the previous.

201
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 12, 2010, 01:47:16 pm »
The dwarven caravan can only bring animals that are associated with the surroundings of their area.  So if the dwarves are really close by, they may be in the same area as you so will also have no access to muskox.  Elves on the other hand seem to be able to turn up with just about anything, they are usually your best bet for completing breeding pairs
You won't come with a muskox if your civ doesn't have access to them.

202
DF Gameplay Questions / Re: dwarfes stealing from caravan?
« on: October 12, 2010, 01:44:38 pm »
Anything on caravans is counted towards your stock. Just give them a good profit to make up for it.

203
DF Gameplay Questions / Re: Animal breeding
« on: October 12, 2010, 01:43:11 pm »
The cap also applies to migrating wild animals. So you can keep them from showing up by keeping an uncaged population in a pit or something.

204
DF Gameplay Questions / Re: how to pick decent starting area
« on: October 12, 2010, 01:42:24 pm »
So I've just finished genning 6 different worlds, trying to find a decent starting zone to embark to.

I choose what *looks* to be a nice place, decent plant life, nearby mountains, and hit embark.

I end up in the middle of a salt flat, no trees, on an island in the middle of the ocean. On the local/region map I was looking at before embarking, I wasn't anywhere near hardly a river or lake, much less an ocean.

This happens all the time. I can't seem to figure out how to find a nice starting point, and I'd really rather not dig a hole in a freakin desert to start a fortress. How do you read that map before embarking?
This happened to me once so far. I noticed what was going on because I was checking out the volcanoes on the world map - none of the region maps had a volcano at all.

I didn't embark there at all, but there was something asynchronous between world map and region maps, and probably what I would've got if I had embarked as well.

Only one world out of several dozen though.
I encountered that once too. Just one in that world. Doesn't help that volcanoes look like red sand desert on the embark map.

205
DF Gameplay Questions / Re: Seasonal Melting
« on: October 12, 2010, 01:39:02 pm »
Also remember that biome shapes can be strange. I once had a brook that partially froze in winter. Only two rows had ice the full way accross, with a pocket of liquid water in between them on the far side.

206
DF Dwarf Mode Discussion / Re: <SPOLIERS> Circus open to the surface?!
« on: October 12, 2010, 01:35:10 pm »
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3101

My save was corrupted, yours might help solve this.

207
DF Dwarf Mode Discussion / Re: Speeding up a megaproject
« on: October 12, 2010, 01:32:50 pm »
All you need to do is edit data/save/regionX/raw/objects/creature_standard.txt and add [SPEED:n] (where "n" is a suitably small number - 0 or 1 will make them lightning-fast) to the Dwarf creature entry, then load the savegame. When you're done, remove the token and they'll return to normal speed.

Hmm, so if the raws for the game itself are vanilla, and the raws for the save have been modded, the fort's save-game raws will override the install's?
Only the save's raws are used. Hence the full copy.

Wait, could we also mod Dwarves to fly, be able to live underwater, etc etc?

>_> Would being able to fly really mess up the FPS (all the pathing options)

I mean how awesome would it be to have a fort that considers flying?  You could have huge spires like Coruscant or massive be-hive life forts with landing balconies etc etc.
There are enough bugs there that you probably don't want to try. At best, flying will let your dwarves go over walls and avoid stairs (that's all tame fliers seem to do). You should be able to avoid swimming issues by making them inate swimmers, though.

208
DF Dwarf Mode Discussion / Re: moddin' goblins in?
« on: October 12, 2010, 01:26:00 pm »
Or kobolds. Let them get away with enough items, and they should start sieging.

Build up enough wealth and titans and FBs will come. Breach the caverns. Etc.

209
DF Dwarf Mode Discussion / Re: adamatine veins
« on: October 12, 2010, 09:57:52 am »
I just found some adamantine right before my brother comes over, so I save the game and show him what's going on -- I want to show him hell so I dig and dig and dig into the adamantine and it's solid -- is this a bug?
No. It's hollow further down. You do get some adamantine before opening up HFS.

210
DF Gameplay Questions / Re: Zone Drinking = Broken?
« on: October 12, 2010, 12:59:53 am »
Make sure land is included in the water source (they need some place to stand). Also look through to orders menu ('o') to make sure they only use approved water sources.

Pages: 1 ... 12 13 [14] 15 16 ... 24