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Messages - Mechlin

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31
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 07, 2013, 08:40:56 am »
Also, is the platinum cap I found worth any good? Since caps cover hits only 50% of the time, I know it won't matter in the end anyway.
MF manual comes with a metal quality table. According to it, platinum is on par with silver when used for armour. It's also better than copper but worse than rusty iron.

32
DF Gameplay Questions / Re: Elf listed as "friendly" [sorted]
« on: July 27, 2013, 10:53:15 am »
"Tweak makeown" fixed the problem, thanks everyone. Now he's happily sitting near a pool and providing my camp with a stable supply of pond turtles.

Also, seriously, an elf-friendly fortress? Cleanse it with magma.
Magma? Who needs magma when you can play Kobold Camp and repel warlock sieges using sticks and mud?  :P

33
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: July 27, 2013, 03:11:03 am »
Quern has "mill bloomberry" and "mill indigo flower" reactions available (not red) despite me having neither indigo nor bloomberry. Running these reactions used prickle berries instead (probably just grabbed the nearest plant) and produced something called just "powder".

Latest version, Matrix tileset.

34
DF Gameplay Questions / Elf listed as "friendly" [sorted]
« on: July 27, 2013, 02:08:48 am »
Upon embarking I've discovered a lonely elf standing on the map. He doesn't move at all and is listed us "friendly" on the unit list. Is it possible to make him a fort member using dfhack or any other plugin?

35
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: July 26, 2013, 02:39:55 am »
Hm, after genning a new 3d world it turned out that one kobold civ domesticated sluaghs. They have no pet value and cost 1 embark point each (I suppose it's a bug).

So I checked their raws... and the question is: what does [EQUIPS], [BONECARN], and [CAN_LEARN] effectively mean for pets in fortress mode?

36
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: June 24, 2013, 01:01:52 pm »
I've started my first Kobold Camp today and now I want to protect it with traps.
Becaus I dont have rocks for mechanisms  I wanted to use this new traps from the trap setter, but how do I plant them?
If you have clay on the map, batch clay oven is the best way to get mechanisms. 1 clay + 2 logs + 1 fuel = 5 mechanisms. You can use scrap logs to make it even more material efficient.

37
But the problem is this: I create a 2% chance for a boulder that forces an attack. But expwnents script does trigger regardless if that boulder is created or not, it only checks for the words in the code, not for the actual product in fort mode. That means 2% = 100%. Each time I ran the reaction, the code spawned a new ambush. Literally 40 ambushes at least.
Blimey. That's exactly how my own camp fell last time.
70-80 elves in the second spring :(

38
Did you get those 60 goblins because of the secret thieves tunnel?

39
The Bold Dawn, a kobold group (Masterwork mod) belonging to a civ called The Unwelcome Ones.
I love my badass bolds.

40
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: June 17, 2013, 04:27:24 am »
Are crayfish shells used for anything? My kobolds use turtle shells just fine but crayfish shells just stay in the refuse stockpile. When I try to order something like "make shell crafts" or "decorate with shell" I get the "no mat available" message.

41
Masterwork DF / Re: [KOBOLD] - Discussion and Suggestions
« on: June 12, 2013, 12:24:37 pm »
I am not sure if this is a bug or not but shovels and choppers aren't available to me at embark. Chose the Rat's Shepherd embark profile by the way. Am using the new raw files for Kobold Camp.
A lot of weapons are missing/bugged if you use the new raw files. Also all kobolds arrive without shoes and immediately get hit with a negative thought for missing footwear.

I guess the only solution is to wait for the full release.

42
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 28, 2011, 03:28:24 pm »
I've got a moody dwarf who needs cloth. I've got a cloth stockpile that has both plant fiber and silk cloth. The Dwarf is roughly 20 squares from the cloth

Why won't he use the cloth?

Nick
Wiki strange mood article says there are three kinds of cloth and according to the Murphy's law you probably need yarn cloth.

43
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: April 26, 2011, 04:48:01 am »
But thong is actually a belt, isn't it?...

44
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 25, 2011, 08:55:57 am »
And btw is there a 100%-reliable way to postpone the meeting with the outpost liaison?
For some reason the don't-get-a-barony-until-caravan-leaves bug is still present in .25.

Nobody else is seeing that bug in .25.  Why do you think that the behavior you're seeing is caused by a bug that has already been fixed?  It would be much more reasonable to look for other causes.

Quote
I'm trying to get a barony in the first year

Well, let's look at the requirements:

Code: [Select]
20 population
100k created wealth
10k exported wealth

The second one is the only one you can directly control.  Let's assume you manage to make 100k worth of stuff in the first week.  This causes (relatively) huge migrant waves to come to you in summer and autumn, and you manage to hit 20 population before the autumn caravan (and liaison) arrives.

But now what?  You've got 0 exported wealth.  So when you talk to the liaison, you are not eligible to become a barony.

You are therefore delaying the meeting with the liaison not because of an old bug that's already been fixed, but because you are trying to delay the tallying of your exported wealth.  The caravan has to leave the map with your exported goods in order for them to be counted as exported wealth.  Therefore you have to delay the meeting with the liaison until this accounting tidbit has been registered.  This is not a bug.  This is simply the only way to meet your stated goal.
I know that it has been fixed and I know about the wealth counter. But it still happened to me in vanilla .25 - I hadn't been offered a barony even after three years with 6000k created wealth, 50+ population and about 300k exported wealth (I gave tons of goods to each and every caravan). The diplomat left after usual trade agreements... until I delayed the meeting and it worked like charm.

I dunno, maybe I'm just that unlucky.

45
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 25, 2011, 06:01:38 am »
And btw is there a 100%-reliable way to postpone the meeting with the outpost liaison?
For some reason the don't-get-a-barony-until-caravan-leaves bug is still present in .25. I'm trying to get a barony in the first year but tjis stupid diplomat is running just after my expedition leader/broker and I can't lock him up separately.

How about a pit with a couple of hatches, pressure-plate linked, but set to citizens :-
Code: [Select]
####
 HHP
####

put it out of the way, then when ready, send you exp, leader on a 1-way trip over the hatches, which will open instantly, dropping said Liason into a storage pit (or cage traps). Use the fast little buggers speed against him. Maybe 3 hatches depending on the gap.
Wow, thanks. Simple and elegant (I wish I could see the diplomat's face at the very moment  :P)

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