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Messages - GreatWyrmGold

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51466
DF Gameplay Questions / Re: Find necromancy towers
« on: June 12, 2012, 03:35:00 pm »
First off, it's "Muchas Gracias." "Mucho" is singular, and "Thankos" is clearly-plural gibberish.

Second off...yeah, what they said. The problem with modding is that the necromancy secrets are procedurally generated in worldgen, so you can't change them.

51467
If you have an issue like this again, here's what I suggest you do:

1. Save the game.
2. Close DF.
3. Open your DF folder's data/save sub-folder.
4. Locate the folder with the save you're having issues with.
5. Compress it, somehow. I don't know your computer, so you're on your own here.
6. Go to DFFD.
7. Sign up if you haven't and upload the .zip or whatever of your save folder.
8. Post again around here, with a link to the DFFD page with your save file on it.
9. Try not to change the save too much while you wait for results.

51468
You mentioned an aquifer, which gave me an idea. Is the lower area flooded somehow?

51469
Also, if you have set the wood stockpile to give wood to the carpenter's shop, the carpenter will not use wood lying around outside the stockpile.
Check the options menu again.  By default Dwarves gather everything except outdoor refuse.  Is it possible that you actually turned off wood gathering rather than turning it on?
The "set the carpenter's workshop to take wood from the stockpile" thing seems likely. That option makes the carpenter's workshop ONLY use wood in the wood stockpile; otherwise, they'll use the closest wood to the dwarf.

51470
While designating old cages for melting I've found one dwarven body inside a copper cage.
...
After finding the body I have assigned a coffin to bury it. But now I have some afterthoughts - maybe it would be better to drop it into the magma pool and forget about it?
...
BTW the kid died of starving/dehydration apparently.

Proper DF protocol. Others would ask, why was the baby in a cage in the first place?
These are questions that are not needed to be understood.
Probably, a snatcher snatched a child and got caught in a cage trap. The goblin was removed, but someone (everyone) didn't notice that there was a kid in the cage.

51471
I'd imagine it was the troll. Unless you forgot to have the herbalist gather any plants.

So...Reclaim?

51472
...Why so I am. How's he doing?
Not dead yet?

51473
DF Modding / A few questions about skulls
« on: June 12, 2012, 09:26:32 am »
I have been thinking about doing something with skulls. Or somethings. Therefore, I have a few questions about things I'm not terribly familiar with as far as modding goes.

1. How would I make the skull out of a different material than bone? For the sake of the argument, let's say I want to be able to make a creature's skull out of either fat or iron.
2. How do those butcher item thingies work? Can I choose any item? If I made a creature's bone be spears, would it be one spear per bone that would normally exist?
3. Actually, can the butcher item of a material be changed on a creature be changed on a creature-by-creature basis?

51474
DF Gameplay Questions / Re: Pick weapon skilll name
« on: June 12, 2012, 08:51:43 am »
Picks make good weapons. Their contact area is in that sweet spot between "pierces armor" and "severs limbs," they penetrate deep enough to poke into vital organs, they have a high velocity modifier, miners have high mining skill, and picks don't have a wasteful blunt attack like slapping someone with the side of a sword.

51475
DF Gameplay Questions / Re: Applied necromancy
« on: June 12, 2012, 08:45:02 am »
Why kill the necromancer? If I ever catch one, it's being used as an anti-siege weapon. How many goblins can withstand the might of a never-dying army of the undead, fueled by the corpses and skeletons of their predecesors, with every goblin that dies adding another soldier to the army? Once the siege is routed, I'd seal off the necromancer and let the militia clean up the (now de-geared and easily collapsed) zombie horde a bit at a time. Or something.

51476
Are you sure there are no burrows? Just checking.
Are you sure that the logs are not forbidden marked for either dumping?
Are you sure your dwarves can reach the surface?
Are you sure the carpenter canceled the job due to not being able to find wood and not, say, because he was scared by a badger? (Those guys are actually pretty aggressive.)

51477
DF Suggestions / Re: Multiplayer Arena, Anyone?
« on: June 12, 2012, 08:26:23 am »
I guess it's an interesting mental...excersise? Game? Whatever it is, if it's not a suggestion, it should be moved.

Not sure about limiting pauses, but not sure how else it would be handled. The idea of not autopausing during designations and such would help, I guess.

51478
DF Suggestions / Re: Dwarven Fire
« on: June 12, 2012, 08:10:15 am »
Kinda the opposite--xenomorph blood hurts everyone except the xenomorph.

51479
DF Suggestions / Re: Dawrvern retirement
« on: June 12, 2012, 08:05:42 am »
So, legendary workers turning into more lazy demanding nobles.  For the sake of verisimilitude, when it actually goes against verisimilitude.  Where was the up side?
...You know, while that wasn't my intent, I can see where you're coming from. I was just listing off a bunch of stuff that could happen as dwarves age. I certainly didn't mean to imply that all of that happens to every dwarf over the age of 50.

Old people teach children, dont they? Atleast the ones where I live do.
-Edit-
"Happy to be lectured by a elder recently."
"Unhappy to be bored by a elder recently."
-
"Angered by a unruly child recently."
"Happy to see the youth at work."
Good idea.

Dwarfs retire? Not likely. Its not that they could not. Its just that they would not want to.
Dwarfs love working. I cant imagine them not wanting to work.
I can imagine them not being able to work. After all, in our modern day and age, with our advanced medicine, the body really starts deteriorating before most reach 60. With dwarves, between their more limited medical skills, more strenuous lifestyle, poorer diet (probably), lower vitamin D intake, and so forth, these issues would arise more and earlier (unless dwarves are supposed to live longer thn humans...although, human lifespans are a bit long in DF for medieval times). Just adding something to simulate like lowering speed and physical attributes gradually once a creature reaches about the halfway point in its maximum lifespan? would help these issues. Of course, there would also need to be some AI changes to elderly dwarves, like trying to pass on their knowledge, to balance out this and other disadvantages to the elderly. While they might sleep longer and take more breaks, the elderly might talk to people around them when they're not working, raising the listeners' skills; ideally, idlers related to or friends with the senior (or bored ones) would actively try to listen. Letting an old, retired axedwarf relax in the meeting hall and talk about his career in wax working and how he got drafted might mean children grow up as wax workers and/or with axedwarf and other combat skills! How is that not great?

Anyway, how many dwarves have you seen die of old age anyway. It's not like it's a common occurence.
Depends on how you run your forts, I've managed to see my dwarves die of old age.
Certainly, they should. Eventually. Once/If we get dwarven forts to not fall in under a decade to various causes. Especially since few people IRL reach "max age" before succumbing to some age-related complication (cancer, arthritis, alzheimers, etc), especially in ages where these conditions didn't lead to special care.
Certainly, things like this should be considered in worldgen.

51480
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 12, 2012, 07:39:41 am »
Is it trolling to point out that someone else's claim is horribly flawed in a less-than-perfect manner after you've been explaining the same point over and over? If so, maybe I am sometimes a troll. I've been trying to politely point out the places where you are in the minority and the places in which you are just plain wrong as politely as possible.
So, here's a few of my arguments that I want to see you refute if you really think this suggestion would be implemented:

1. You've claimed that you want to have dwarves' skills be represented by average good quality, but you've also claimed you don't want to know what quality you can expect dwarves to make goods at. Please explain how these views are compatible.
2. If the difference between, say, 15% -goods-, 30% +goods+, 40% *goods*, and 15% =goods=; and 10% goods, 15% -goods-, 25% +goods+, 35% *goods*, and 15% =goods= (both of which have a median quality of *goods*) is meaningless to you, why do you care about skill quality at all?
3. How is something that only a handful of people, tops, support, and most people who have commented on it reject, worth Toady's time.

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