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Messages - celem

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121
DF Gameplay Questions / Re: No migrants ever
« on: August 14, 2014, 09:16:04 pm »
Check your d_init.txt for the following line:
Code: [Select]
[STRICT_POPULATION_CAP:220]
If you do not have this line at all anywhere in d_init then you get no migrants or births, ever, as it defaults to 0.  (the first 2 waves still hardcode to a degree and will show, but no more)
Note that the above value of 220 is default where regular pop cap is 200.  designed to stop sending migrants yet still leave room for births.  with these 2 parameters its now easier to set up exactly how many dwarves you want.

If you are updating from earlier versions this is highly possible cause, the line its a recent addition.

edit: no news from the liaison (world is the same as ever) suggests your civ is not at war, rumours need to travel and your dwarves dont know much about distant goings on.  So, lots happening, just far away.

I suspect the 'fortress recieved no migrants' message now shows only if there was room under cap but nobody wanted to come.  with no strict pop cap they just cannot come.

122
DF Gameplay Questions / Re: Sick Medic
« on: August 14, 2014, 09:12:25 pm »
I'd use those two interchangeably in that context as a native English speaker.  FWIW.

And i dont bother with dwarf 'enjoys helping others'.  As far as im aware that has no impact on whether he will actually do it, just that it will generate a happy thought. (thats what therapist indicates on a mouseover anyway)  Absolutely dont use someone with the reverse trait however

123
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 14, 2014, 03:53:50 pm »
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.

In advanced worldgen paramaters, You are looking for a series of like 5 parameters, quite low in the list.  Something like "layers above 1, 2, 3, 4, 5".  1 is the top-cavern, by default its set to like 5 i think, try tweaking that downward a little.  (2 and 3 are spacing between caverns.  4 i think is sea and 5 smr, or something like this.  I only ever adjust the first for depth to cavern 1)

Not sure on vamps, not too short at least.  they need time to piss off a power and get cursed.

124
DF Gameplay Questions / Re: Climbing and constructed walls
« on: August 14, 2014, 03:47:45 pm »
It's usually most efficient to construct a staircase to the roof level and the build the floor out from there. Once completed, build a stairway from the outside and deconstruct the top stairs, replacing them with a floor. You can leave the stairs or deconstruct them, since if sealed properly it won't matter if they are on the roof or not.

If someone has a better method than this, feel free to share it.

That method is only best if you want a stair up the inside afterwards anyway.  If you just want a hollow tower or box or whatever then begin with the staircase outside, roof from there.  Can just leave it afterwards as you say

125
DF Dwarf Mode Discussion / Re: The Dwarf Fortress Bucket List
« on: August 14, 2014, 03:32:02 pm »
Taking this from the view of bigger milestones to try before you are really a dwarf.  These were some of my favorite forts.

Pumpstack of pain.  Single-run magma stack from sea to high forges, gotta thread the caverns for full beard bonus.
Toolbox.  Trap a FB or other MB with a useful attribute (webber, syndrome) in such a way that you can unleash it on unsuspecting visitors.
Above-ground fortress.  Mining only below ground.  All rooms above, no easy engraving value modifiers.  Towers, walls, go nuts.
Direct-to-cavern. Embark directly to a cavern, either through natural cave or rapid shaft.
Blank Embark.  No items, no skills.  This isnt actually hard in friendly surroundings.  One of the beardiest embarks possible in the right area. (high savagery, low tree/plant, terrifying for serious masochists.  Blank embark in terrifying badlands was the nastiest game of DF I ever rolled.)
Emerald City. Volcano, desert, aquifer.  Get stone however you can and build a fabulous green glass metropolis that dazzles incoming migrants from a month out.

126
DF Dwarf Mode Discussion / Re: Prevent sapplings from growing?
« on: August 14, 2014, 03:21:11 pm »
Floors!

You can construct a floor over a tile to prevent sapling growth.

For doing large areas I highly recommend the paved road instead.  extra architecture step, far fewer mats.

I routinely cover as much as 50% of my surface with roading, use goblinite for epic architectural wealth and more paving mats.  Around the walls, down the wagon avenues, wherever i want a crossbow killing-ground...

Oh. and all your sewerage systems, drains, water channels etc.

127
DF Gameplay Questions / Re: DF2014 Farming Update?
« on: August 14, 2014, 03:18:45 pm »
I've certainly seen no changes.  I've always taken issue with that line, 3x3 has never cut it for me

Since the popcap by default is what...  150?  200?  A mature fortress is therefore not 100 dwarves.  3x3 will not feed my definition of a mature fort, not even close.

When did farming change though?  Im sure i remember a stack reduction at some point, was that 32->34 perhaps?

I certainly used to be able to overflow my farming storages easier than i can these days, but cant put my finger on when things have changed.

128
DF Dwarf Mode Discussion / Re: Manually assigning things for trade?
« on: August 14, 2014, 03:10:41 pm »
Dzedajus has a good solution.  I agree with the OP, generalised finished goods bins and trade depots dont mix.  You move every bin containing a craft, you get the jugs, splints, nest boxes, wheelbarrows etc etc.  One of my pet peeves is that flasks/waterskins move with these bins too and have my military dancing around trying to fish out a flask as it passes.

I use 2 finished good piles.  Both may use bins, however one may only take various 'crafts', the other may not take any crafts.  Thus, when you flag a 'craft' bin to be traded it comes up full of crafts, but *only* crafts.

Another fine tip for those who dont want to go into some pile management.  Remember once you have completed your trade to 'q-g' over the depot again and un-flag  anything remaining with a [T].  Otherwise that bin is unavailable to the fort until the merchants leave and any important objects within it are unreachable.

To answer the specific question: No, you cant see into the bin until it arrives at the Depot, neither from the 'summon items to depot' screen or the stocks.  You could 'k' over it where it sits in the stockpile, but thats about it.

129
Thats always been my tactic too, lever-linked cages, but its a lot of time t setup comparatively.

Unfortunately pitting itself has always been touchy, then you got unpittable thieves anyway, and now this.

Thats not normal behaviour at all.  Its not a direct copy of but related to http://www.bay12games.com/dwarves/mantisbt/view.php?id=5815 I think.

If you have a save of the world that you could attach then perhaps start a new post with the details of how you triggered the cascade.  The save would be uploaded to dffd and linked from the tracker  If it is deemed related to the above then its going to be linked to a number of loyalty-cascade issues currently around and ought to get cleaned up in due course.  It seems to be the same thing but a different method of triggering it.

130
DF Gameplay Questions / Re: SOLVED - Broken medicine?
« on: August 14, 2014, 09:22:38 am »
I see things like this popping up, with medical jobs not being taken, even with 'No Job' medics longterm.

Anecdotal:  Counter to Dwimenor, everyone who works in my hospital has diagnose.  You need to diagnose dwarves (evaluate) a number of times between stages.  The most critical of these is the first evaluation, which must be done by the chief medic noble.  This is the only guy where I care if he actually has Diag skill.  The rest get it because if the guy needs a splint and stitches, I dont want a dwarf with both labours to bugger off to a party between jobs while we wait for the noble again, its probably his damn party.  Give em all diag and they will chain the steps themselves if they have a number of relevant labours, full treatment in days.  Awesome.

131
DF Gameplay Questions / Re: Weak sieges?
« on: August 14, 2014, 09:16:32 am »
I thought this would be one of those things people fix automatically.  Like how many of us have nails and cartilege that heals, the fix is known, just not live in vanilla.
(I realise not everyone has looked at the files or is that way knowledgable, just ask for help in one of the little questions threads however and bingo, code snippets and instructions)

Everything in my world has natural novice discipline, from animals to sentients.  What they do with it from there is their own lookout through worldgen and regular gameplay.  But no-skill or dabbler disc gives rabbit-in-the-headlight behaviour.  Why would I want that?  Actually...maybe i'll remove Disc from rabbits and deer, some benign prey.

Point is:  This game is massively moddable right?  We can change and tweak sooo much stuff.  Some of us want to play Toady's vision, thats fine, but no harm making fixes he will implement in the immediate future.  This is a balance issue that he hasnt gotten around to yet, as he quite rightly hammers the bugs out of this newest generation.  Balance your own game :)

edit:
Spoiler (click to show/hide)

132
DF Gameplay Questions / Re: Necromancers wont spawn!!!
« on: August 14, 2014, 08:57:05 am »
I've always had issue running long histories with every version.  Because I like my big beasties and tend to stop at age of myth so I can play with them.

I can usually find towers by 100.  Humans ought to be 'mancing up by the end of the first century.  I cannot say I have seen them in the latest version, I havent actually looked for towers since they flickered in and out of neighbour view a version or 2 back.  Last definate sighting _06 but havent been looking.

Try generating a quick world off regular untouched settings.  Take all the midline quick-options, dont do an advanced gen, medium size, give it a long history.  Pause the generation every 50 years or so and take a look around with the cursors, you can see settlements forming, centering over them in the world view will tell you what they are at the top of the screen under the region name and you ought to be able to see towers going up.  You can 'step' through the world gen like this as long as you are interrupting it manually and not having a cut-out like mb% kick in.

Provided you can generate a necromancer in this version, on any map, then the issue lies with your particular world, and we can begin to examine that.

133
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 14, 2014, 08:12:58 am »
Ok.

Your best bet is to go into your dwarffortress/data/save folder.  copy the region to the desktop as backup.
Reload fort, abandon fort
'Reclaim' fort, remember to check the civ neighbours at embark screen.  Exit out, replace save file, reload.

Yes that sucks, only way I know of to see neighbours after embark

134
DF Modding / Re: Quick noob questions
« on: August 13, 2014, 07:47:21 am »
Has it been added to the entity as a permitted reaction?  Those declarations normally head the entity files.

Also, should you ever choose to play a female elf, this will swap your gender.  you know that right?

135
Gotcha, that was the issue.  My first step with something like this is always to find the vanilla occurances.

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