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Messages - celem

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256
Ahh common mistake, but you can still fix a running game!

Deleting [FLIER] from the main RAWs after world generation wont do anything at all!   

Unless you alter the correct set of RAWs that is, which as the world is already running are the set bundled into the save folder and not the master RAW set (which is only ever used at world generation).  This is always the way it works fyi when tweaking RAWs.  If its a running game then tweak the set of RAWs inside the regionN folder.

With this fixed up the game is running much more as I expect.  FBs in the caverns, proper critter recycling for my hunters/trappers, a weregoat...  Just no no goblins

257
DF Gameplay Questions / Re: Queen arriving too early?
« on: July 31, 2014, 06:28:00 am »
Its quite possible that your dwarves have not actually been wiped out, but just that the queen has been killed/died (though that cant bode well for the rest).  It's entirely possible that your migrant was the crown princess and you just didn't realise until she inherited.  Inheritence works properly down family lines now, yet I do seem to recall te game pausing and triggering a pop-up alert to let me know one of my dwarves had just inherited 'baroness'.

Hit 'c' for civs and select the dwarven civ to see what sort of noble structure they have, if they are genuinely destroyed then it might lead to oddities like no liaisons/migrants, but you ought to see a liaison named on that 'civ' screen.  (I've never seen a message indicating that I was *not* recieving a liaison, very odd.)

You check this properly by generating a world, then right as it finishes (or you interrupt it) you are given the option to discard it, use it, keep running history and *export images*.  If you have already embarked then go to the 'Esc menu' and choose export local image.  This generates the same files as the previous method, replacing a region map for z-level maps of your fort.  But both methods gen the site_and_pops file that you really want.  It will appear in the game-folder beside the exe. (If making the file from a running fort then deselect all the z-levels before exporting the local image to get just the pop/site file without dozens of bmps.)

258
Yeah I been struggling with this too.

It worked to remove all the [FLIER] tags from the raws.  I did this to a world in progress and my 6 ravens dropped out of the sky from where they had been hanging for 3 years since embark.  Sure enough I get new critters entering the map and can only hope that means invasions work correctly, though i've yet to see anything more than early bandit groups on any v40 fort coming from the surface.  I do now have critters in the caverns and have seen a few FBs appearing.  Note that you need to fix more than birds and birds_new, there are half a dozen raws containing [FLIER].

Incidentally...  do 'bolds and gobs no longer appear on your civ screen after contact?  I had a couple of forts see snatchers that escaped the site, and one took 6 goblins in a 'force of vile darkness' where 3 escaped but neither fort had a civ appear on the 'c' screen.  Does this indicate those entities were bandits?

259
First disclaimer.  I'm in much the same boat as you, absent more or less since early 31.xxs but i've trashed a few 40_xx forts so can offer a few pointers specifically with regard to changes.

In answer to the post above (written simultaneously): the plants generated outside of summer cant always be eaten raw but many brew, cook, mill and process.  Also traps are hitting for me, not the instant wtf limb severing it was but they hit.  I've always been careful about the mechanisms in weapon traps though, quality was always accuracy, maybe that got tightened up a bit.  Digging tree roots is also a fine tactic if you just want the tree gone without generating wood, be aware thats how it works, tree just goes poof, never was.

A lot of the changes feel like they are heaviest in adventure with the active world and all that, combat mechanics got rewritten, will impact both but only once combat actually triggers.

FLIER -
First up, theres something whack with fliers.  Fine they were always whack...more whack than usual.  Flying animals wont move, they just sit there in the air, I embarked with 6 wild ravens that hadnt budged a single tile by 3 years later, coincidentally blocking any more animals, seiges, even snatchers from entering the map.  They dont move or leave, and are only replaced by a new critter if killed.  Step one for me is find/replace on the RAWs to remove all [FLIER] incidences.  Behaves fine with this done, you just got lots of birds wandering about (they will leave and free up spaces properly on the ground)

WOOD -
Fort mode is much as it always was to be honest.  In 40_05 at least im not seeing any elven diplos, so its back to deforrestation on epic scale.  That said, any mature tree with 3+ z-levels behind it is gonna drop 5-15 logs so wood scarcity is not nearly the issue it was.  Running early metal industry (managed iron by 1st caravan no problems) is super viable since you can spare wood for charcoal even with barrels, bins and beds churning out.  Its quite easy to 'lock-up' an early fort by having a wood pile too large, everyone set to haul wood and being a bit aggressive in your felling, so keep an eye on it.  My first try in 40 i designated on pause at the start as usual, unpaused and made coffee, came back to 600 logs but nothing else had happened and everyone was on wood duty. *sigh*

TREE FARMING -
Assuming you actually have 40_05 and not an earlier 40 release you dont have to worry about trees drilling through layers, which was a P.I.T.A to manage though amusing.  I did see a lot of problems with felling trees causing something to punch a hole into my first soil layer, this happened when felling a tree on z-1 that had punched through and capped out at z+1 or more.  Felling said tree on z0 left no hole where the trunk punched through and properly harvested the 1-log stump on -1 at the same time, but the other falling logs from above seemed to be bashing through (though it never generated cave-in alerts).  At any rate I had a lot of holes to fill, so if on 40 below v_05 dont do subterranean tree farms.  This was fixed in 40_05 but means that you now for the first time need a proper multi-z level hall for underground tree farms.  a single z-level will never grow trees, just saplings that die.  I find 3 levels gives a usable farm so you want thick soil layers or you will have to muddy stone to get the saplings to take hold deep enough.

SURFACE PLANTS -
One area that has definately changed my 'start-up routine' is the new surface plants.  Traditionaly I build a small farm area first summer, primarily plump helmets, maybe some pigtails in the rotation.  Now its fully viable to never plant underground at all.  The range of plants available to grow on the surface has increased by an order of magnitude and many of the options have alcohol products.  My last 2 forts i've put every dwarf on herbalism and quickly cleared a swathe of the surface plants to get some samples for seeds, then built a cluster of 4x1 fields.  Anything that looks like a berry seems to be a good bet, most brew just fine, theres also a range of dye/flour/fabric options on the surface crops. 
Caveat if you have a go-to fortress design like me:  A seed-only food pile set to accept no barrels right by the farm plots is (or at least was) the universal farm design to cut back on cancelation-spam.  This pile will need to be considerably bigger if you are going to 'herbalism' the surface and you will need to consider bags for seeds more actively on the logistical side (make/buy some) as you can end up with a lot of different varieties (which take 1 bag and 1 tile each in a barrel-less pile). 

edit: oh and farm plots on the surface still cry about needing mud.  they dont, and will still cry even if you give them mud so dont bother

BANDITS -
Another change that has altered my play-style a little is the roving groups of entities on the world map brought by the active world upgrade.  Having been an older player you likely know the various triggers for goblins/MBs etc with regard to pop/wealth.  I've had a number of forts now take a 'goblin seige' in the first year, sometimes before the dwarven caravan.  Even where that fort then recieves no more hostiles for some years.  A check through legends afterwards indicates that these are not actually seiges coming from the goblin civ but a group of all-goblin bandits who stumble across my site real fast.  So be prepared for a little early-action.

DISCIPLINE, HORROR -
Lastly, theres one aspect of the combat changes can be felt real easy in fort mode and thats discipline.  This skill is now used to control whether dwarves flee from scary stuff.  Gone are the days of civilian dwarves running from wildlife, they ignore it now.  All living things seem susceptible to horror, they can be horrified into immobility if they fail a Disc check.  Not sure exactly what causes them to take these checks yet, but the goblin bandits I mentioned above lacked Disc and several froze in horror when I deployed my squads (as did 2 of my own militia who had not been training long enough to start gaining Disc!).  Wild animals also seem to be affected by horror.  You can even horrify your haulers if they have to pass a refuse pile containing sentient remains (this trains their Disc, i have 3 goblin skeletons in a pile on the route to the Depot, occassionally a hauler freezes but they are all dabbling/novice disc now).  Witnessing death now seems tied into the horror system.  I have no proof, only supposition, but I imagine this system has completely replaced the old 'used to death' adaptation system.

Final thought:  Dwarvern thoughts expanded a bit.  Still a bit of a mess to trawl through but they now have a dream.  Accomplishing this doesnt seem to do anything yet, not even noticed a happy thought associated.  Also the addition of a number of randomly generated spoiler-related metals can give a few very difficult to satisfy preferences to watch for in nobles.


260
DF Gameplay Questions / Re: My miners refuse to mine.
« on: July 30, 2014, 03:42:40 am »
In the same folder that contains the DwarfFortress.exe you will find a folder labelled 'data', inside that is another labelled 'save'.  Inside this save folder will be another raft of folders labelled region1, region2 etc etc (unless you name your regions at world gen).  The entirety of this region folder is considered your save as it contains the data representing your stored game's state along with a copy of the RAWs the world was created/runs with.  So in all likelyhood you are looking for a folder called 'region1'.

As example:  My DF is in downloads, so i flick through to DF_Phoebus_40_05, inside that is the executable and all the other files that make the game work, including my data folder with it's nested saves.  In the unlikely event that your executable is lying loose in your download folder then it's possible I guess that you managed to unzip the game into that directory rather than to a folder within it, in which case the data folder will be somewhere in downloads

261
So the OP link is now good for 40_05?  Grabbed it from this thread a couple of days ago for _04 and all sweet, didnt like the switch to _05.  I'll regrab the file and see.

For what it's worth...  The OP link and dffd file description still refer to 40_04, though i see an edit performed post-40_05.  The only ref to _05 is the name of the actual download directory on dffd.  Confuzzling.

262
DF Gameplay Questions / Re: Burying werebeasts?
« on: October 22, 2013, 06:30:34 am »
As mentioned you dont need to memorialize them.

Your dwarves not being inclined to move the body suggests;
A) No free refuse piles, as a non-citizen it doesnt go to a graveyard pile.
B) Your dwarves dont collect refuse from outside.  From memory you toggle this one with the key sequence o-r-o.  It could of course also be that the corpse lies outside any burrows dwarves may be restricted to.

Theres no real drawback to leaving it to rot unless you have some weird types in your neighbourhood who get their jollies from playing with dead things.

263
DF Adventure Mode Discussion / Re: attack failing bucle
« on: April 12, 2013, 07:46:24 am »
Cursed by a mummy?  Theres a thread just below this one that discusses pretty much what you are describing.  Mummys would be friendly to your necro, but maybe you picked up a curse before turning necro

264
DF Adventure Mode Discussion / Re: Bone Armor
« on: April 12, 2013, 07:43:58 am »
I'm pretty sure this can be done using one of the crafting mods.  I dont play adventure mode, but there certainly used to be mods about that allowed bone crafting, it wont use a skull though, those are coded differantly from bones iirc.  It's going to be a generic bone helm though.  coyote bone helm or whatever...if the critter was named then theres no way for that to be transferred across to the material

265
DF Gameplay Questions / Re: assigning pets?
« on: April 12, 2013, 07:40:48 am »
Not really asked but related to your last comment in OP.

If you do give a dwarf Animal Training and tell him to train a war or hunting animal then it will follow him and act as if assigned to him and yet wont trigger bad thoughts when it invariably gets splattered by something nasty.  If you can face the micromanagement (made simpler by dwarftherapist) then this is preferable to doing it the way it was intended.

266
I would suggest posting this in the ModestMod thread so Meph can take a look.  Grazing and grass are items changed in this mod (though by ipfig and not meph), so the issue is almost certainly there and not with vanilla DF.  You will reach more folks who use the mod that way too, and are more likely to get the answer you want.

I did take a quick look at the RAWs for this but cant immediately see an issue with the grazer tokens, must be something deeper.

267
wooden weapons are for training i think.....
1)Wooden weapons (which you can get from the elves) and training weapons are two different things. Wooden weapons actually have an edge to them, and can be dangerous to unarmored enemies.

i2amroy is quite right here.  I do indeed use training weapons rather than wooden elf weapons for this combat practice, elf swords despite not penetrating armour are certainly not toys.  I have a tendancy to forget all about those hippy's since im prone to genning worlds entirely without them.

268
Assuming you don't want to use a danger room firstly...since that solves all woes but is widely considered OP and Toady has mentioned planning to break them.

The method I use is to put the goblin captives into this situation with armor still on.  You mentioned this results in some dwarf deaths though, you are taking their weapons away right?  I have also lost a few green recruits over the years training with armored but unarmed goblins.  Mainly because they last long enough to get off a couple of shots and sooner or later you get a brain-punch.  When stripping captives remember to treat shields like a weapon, cos the captive certainly will do if you nicked his shiny sword.

The most effective solution i've found for this is to physically drop said goblins into the training chamber in order to rough them up a bit.  Sicking dwarves on goblins who are prone, stunned and have busted limbs reduces the danger considerably.  Fall physics got a major rework since i last did this though, the 3-4z drops i used apparently wont even faze them these days.

Regarding the wooden weapons...  They are awesome for training melee like this on prisoners, but as you mentioned theres no mace/hammer.  You can give your melee squad wooden xbows and no bolts to train hammer, mace you are just plain screwed (but iirc mace is the suckiest of the weapon classes anyway).  If you really must have wooden maces, then a number of mods included these for the very reason we are talking about.  If not averse to a light modding run then this will fix you right up.

Ultimately learning how to encourage sparring will aid you here too, though live practice on prisoners will certainly be faster for the weapon skill (sparring also has the benefit of boosting other relevant skills)

269
DF Dwarf Mode Discussion / Re: Open room calculations
« on: April 11, 2013, 10:01:43 pm »
I'm pretty sure doors are counted. Many of the doors in my fort are high quality gold doors, and they seem to improve the value of a room compared to stone doors.

The question they are asking however is where is it counted.  In the base room value (which gets modified by this 'm' value the OP defines) or as part of furnishings, which this hypothesis says is unaffected by the modifier.

Following with interest, and thanks for the link to Kipi's work which I missed somehow

270
DF Gameplay Questions / Re: Melting Stocks
« on: April 11, 2013, 09:32:21 pm »
Couple of extra possibilities occurred to me this evening.  If you are still having issues they might be worth a look, while it seems you've identified your issue i'll include these for completeness to benefit anyone searching this up in the future.

1. Stocks shows everything on the map, but its not all necessarily yours.  Merchant's trade goods and the equipment of their guards shows up and obviously cant be melted.  Likewise items owned by subterranean civs, though I dont remember any vanilla cave civs using metal.

2. Weapons built into weapon traps show up, they cant be melted unless you dismantle the entire trap.

3. Not certain on this one, its a bit exotic and may have changed since my vague memories of it.  Weapons embedded in dwarves are inaccessible but are still gonna show up on the stocks.  Dont remember how dwarves handle this situation if im honest.

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