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Messages - CapnUrist

Pages: 1 ... 14 15 [16] 17 18 ... 61
226
DF Dwarf Mode Discussion / Re: Advanced map creator
« on: May 08, 2011, 01:04:21 pm »
Yup. Advanced world generation is all parameters. Check the wiki for a guide on using them.

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 08, 2011, 01:03:19 pm »
Both my legendary furnace operators, who were heading my current megaproject (30 z-level tall statue/bridge supports) decided to go outside to remove some stone floor tiles, instead of leaving it to the army of children I have for just that purpose. Both of them managed to piss off a camel who was wandering up the spiral ramp above the frozen river; one got kicked off to break three of his limbs and his liver, while the other got away with two broken toes and some bruising. Steel production has completely halted while they're hospitalized; platinum and gold are still crawling thanks to the armorer who was shanghai'd into service. Burrows are being designated immediately.

EDIT: While they're laid up, the masons have been put to work completing the access floors for the rest of the statues. It's slow work, but necessary.

228
DF Dwarf Mode Discussion / Re: Advanced map creator
« on: May 08, 2011, 12:55:56 pm »
What are you trying to get rid of the first layer for? Do you need more space above, or don't want to dig through multiple caverns for fun trees like tunnel tubes and goblin caps?

If it's the former, instead of removing the first cavern (which is hard to do without just removing them all), go into advanced generation (or worldgen.txt in the init folder) and raise the number next to the "ABOVE FIRST LAYER" parameter to the minimum number of levels you want before your first cavern layer.

Minerals, including ores, are now controlled by the SCARCITY parameter. The lower it is, the more minerals and ores you can find.

229
I was big on spheres for a while. It led me to a program called PerfectSphere, originally designed for Minecraft, but it works just as well for DF. Outputs level-by-level blueprints for digging/constructing a sphere to specification. If you're digging, just use the inside empty space; if constructing, build the borders and add to the inside to make them orthogonally continuous.


230
DF Dwarf Mode Discussion / Re: Military Morons:
« on: May 08, 2011, 01:13:36 am »
Sometimes dwarves are really quite silly.

That said, your dwarves would have fared better against the iron boltstorm with shields, and decent skill in them. The material doesn't matter; copper is suggested for its weight to improve damage with bashes. Marksdwarves do better with a perch one z-level above their targets, behind fortifications; it keeps them from wanting to run out and club goblins instead of shooting them.

231
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2011, 11:45:41 pm »
My countess (barely had the title for a season) was thrown down a large pit to her death by a troglodyte while trying to fetch some logs. The fort has since become a duchy, and the liaison has come and gone. Will there ever be a replacement, or will my mayor be the only one demanding stuff from now on?

232
The name of the individual is on the combat log list (the first menu opened when you hit 'r'), and only combat involving that individual is shown; that is, any attacks that individual made, and any that were made against that individual. I can usually piece together who did what to what beastie by first checking the beast's log, finding out how it went, then piecing it together using the other logs.

If you want it to be easier to read through, give your militia custom profession names that distinguish them (Spear1, Axe3, RedSword, etc). The combat reports won't be rewritten, but any following combat will use the new profession names. Custom professions can be done either by customizing the dwarf's name from it's specific unit screen ([either 'u'nits -> find the dwarf in question -> 'v'iew OR 'v'iew units -> find the dwarf on the map -> 'z' (Status)] -> 'y' (Customize) -> Customize 'p'rofession name) or by using DwarfTherapist, which is far faster.

233
DF Gameplay Questions / Re: Water Source
« on: May 07, 2011, 11:17:41 pm »
Any water within one region tile (that is, one tile on the center map of the embark selection screen) of an ocean will be saltwater, including cavern water, in my experience. Dwarves will not use salt water for any purpose beyond filling ponds. You can desalinate the water by pumping it through a screw pump into an artificial reservoir, that is, a holding tank that is all constructed walls and floor; if the water touches any natural stone or soil, it will revert to saltwater again. You can also get fresh water by using a well, which somehow magically makes it fresh water. I don't usually like doing this as it feel exploit-y to me, though the screw pump makes sense to me (separation by centrifugal force).

Also, why are you having your dwarves drink water, if I may ask?

234
DF Gameplay Questions / Re: My embark has a waterfall!
« on: May 07, 2011, 11:11:40 pm »
There are a few things you can do; one approach I once did was create the entrance to my fortress behind the waterfall, and create a machine to "turn off" the waterfall, by redirecting it to either side of the bridge instead of straight onto it. It made a lovely defensive curtain that washed goblins away as they tried to rush into the fortress.

Won't the dorfs get washed away because they saw a sock in the river or something??

or you won't use it for ambushing ambushes?

It was only opened for caravans and migrants, and then only when I felt like letting traffic through. Otherwise it was left splashing the bridge, in case of thieves or ambushes. No dwarves ever went for the clothing in the river, since there was no way to path to it.

235
DF Gameplay Questions / Re: Captian of the guard
« on: May 07, 2011, 10:26:03 pm »
I'm not sure I completely understand what you meant there, Ahrimahn, but the justice system actually helps prevent tantrum spirals in my experience, if managed properly. Instead of allowing angry dwarves to run amok, punching people and deconstructing bridges, they're contained until they get over their bad thoughts, then released back into the fortress to get back to work.

The worst time to assign a captain of the guard is after your dwarves have started to tantrum, especially without a jail in place, because that will only cause the spiral to speed up. Build your jail before your dwarves get upset, and it'll prevent a lot of headaches.

236
DF Gameplay Questions / Re: Looping Militia Captain
« on: May 07, 2011, 10:07:08 pm »
Is there any cancellation messages, such as "Urist McCaptain cancels Pickup Equipment: Equipment mismatch" or similar?

237
DF Gameplay Questions / Re: Barons
« on: May 07, 2011, 10:06:03 pm »
On a somewhat related note, my baroness had been a countess for barely a season before a troglodyte threw her down a 10 z-level pit to her death. Will she be replaced, and if so, how? Another appointment, or will the Mountainhomes send someone?

EDIT: The fortress was just declared a duchy, but no duke/duchess in attendance.

238
DF Gameplay Questions / Re: Captian of the guard
« on: May 07, 2011, 10:03:35 pm »
It's not entirely broken, just severe. There are two ways dwarves become criminals: violating production orders (which is somewhat random, as no matter what the item mandated was, most of the time the dwarf selected to be punished will have no skills related to its production) and tantruming, which results in vandalism, building destruction, and fights. There are two possible punishments for crime in a fortress: beatings and imprisonment. If there is no where to imprison criminals, all sentencing reverts to beatings. Your sheriff or fortress guard will mete out justice however they can, with whatever they have on hand.

In order to make justice less lethal, you can do a few things. First of all, build a jail. The simplest jail is a room with some ropes, chains or cages in it, designated as a room from one of the cages/ropes, and set to be "used by justice". It's advised to keep your prisoners happy, since if they keep throwing tantrums, they'll never get out of prison. Therefore, since you want your prison to look nice, chains are the best choice, usually of some valuable material so the prisoners have something nice to admire. Adding beds, food and booze stockpiles, and even a chair and table can keep prisoners happy (and if your manager or bookkeeper get imprisoned, they can still work if there's a chair available). Even smoothing the walls and floors helps. With any sort of jail in place, your guard won't have to resort to corporal punishment all the time. (Things like murder and multiple offenses at once will still sometimes warrant a beating.)

Secondly, the cotton candy axe you've handed your guard captain was a death sentence for those dwarves. A warhammer of the same material is next to harmless, usually only bruising its victims. They'll heal quicker, and you won't have to worry about their friends getting upset and asking for a beating of their own.

What happened was those dwarves had been selected for punishment by a noble, probably your mayor, when you missed a couple mandates, or they had been tantruming and knocked something over. You can check the crimes your dwarves have committed, as well as any unfulfilled punishments that are lines up, by going to the status menu ('z') and opening the Justice menu. When you assigned a guard captain, he went out to deliver the punishments that had been long overdue.

239
DF Dwarf Mode Discussion / Re: Style Projects
« on: May 07, 2011, 09:43:26 pm »
Of course, there's no saying there can be no overlap between the two, or that a megaproject must be purely for overachieving and overpowering. For example, I'm currently constructing two large (30 z-level tall) metal statues to "hold up" the bridges that allow access to Igerzust Stot from the top of the canyons. They are definitely over-the-top and ridiculous, especially since they are to be made primarily of steel with precious metals for color, but I feel they also give a sense for grandness befitting the fortress as it stands now. Is it a style project? Call of opinion, I think.

240
DF Dwarf Mode Discussion / Re: Style Projects
« on: May 07, 2011, 08:03:47 pm »
I think another possible distinction between mega and style projects is that the style projects don't necessarily need to take up either types of time, or many resources. For me, a lot of them are simple "What would my dwarves enjoy?" type projects, or things that would be commonsense or practical in a real-world situation even without in-game value.

Such as: A fenced-in outdoor garden, with a pond with a small dock out onto it, and a smooth marble pavilion with tables and chairs underneath designated as a small dining room.  Practical use? Next-to-none. Difficulty/time of construction? Negligible. Character and flavor added to a fortress? A whole lot.

Maybe that's how I see the "style project": adding flavor and vibrancy to a fortress. I build style-projects for a fortress. I build a fortress for a megaproject.

I prefer this distinction as well. A megaproject is something you build for the Ozymandias effect: "Look on my works, ye mighty, and despair!" Style projects have more of a "Yeah, that would be nice" flavor, something that, while having no real benefit, gives the fortress life in your own eyes.

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