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Messages - Urist Da Vinci

Pages: 1 ... 152 153 [154] 155 156 ... 169
2296
DF Dwarf Mode Discussion / Re: Tamed forgotten beast citizen? Bug?
« on: February 27, 2011, 10:31:08 pm »
I loaded up the save game file:

I noticed that you also have human migrants, and that this is a reclaim fort. I think there may be a bug with reclaiming a fort. Someone else should try to abandon and reclaim a different fort.

Vulkanis, why were dwarves killing dwarves in the legends mode records for your fort? Tantrum, berserk, justice, or loyalty cascade?


2297
DF Dwarf Mode Discussion / Re: Telling method of death?
« on: February 27, 2011, 07:12:33 pm »
Hmm, yeah, I was hoping it would show the method by default.  I wanna do something special for all my elf-related deaths.  Can you assign a tomb to someone who's already dead?

No, but you can revoke tomb rights for the unworthy by dismantling the coffin.

EDIT: elf-related? You can examine elf weapons to see if one of them has a kill listed.

2298
DF Dwarf Mode Discussion / Re: Telling method of death?
« on: February 27, 2011, 07:06:55 pm »
Combat logs, announcements, or examination of the scene of death provide the best cause-of-death info. Make notes on a piece of paper as they happen.

Partial skeletons or mutilated corpses result from having limbs removed. This can be from slashing weapons, falling from a great height, or a very strong blunt impact.

Otherwise, I don't think so. "Wear marks" would indicate that the corpse is partially burned or frozen. If it has a water coating, it was out in the rain, or inside in the well.

2299
Yeah, that was the first thing I tried, with no result at first. I was expecting that as soon as they were hooked up, the flood gate would open right away, but it turns out that only happens after the plate gets wet and then dries off :/

Hook a lever up to the floodgate, open the floodgate, and then dismantle the lever if you want it only controlled by water.

2300
DF Dwarf Mode Discussion / Re: Titan Capture
« on: February 27, 2011, 12:00:22 am »
I think I'm gonna tame the GCS, chain it, and then build a long hallway in front of it full of cages.  Titan goes to smash bug, bug shoots webs, titan GET!

...This is a creature made entirely of water, that shoots... deadly spittle, or something...

... that shoots... deadly spittle...


2301
DF Dwarf Mode Discussion / Re: Titan Capture
« on: February 26, 2011, 10:26:36 pm »
First, try to isolate the titan in a spot where nothing can hurt it, but it isn't in the way.

Once it is under control, design a proper webbed cage trap. The GCS won't reliably shoot at the titan, so you should use a tame bait animal to get the cages webbed.

2302
DF Dwarf Mode Discussion / Re: rampbuilding strategies
« on: February 26, 2011, 10:23:44 pm »
Had the notion to create a fort with no stairs, only ramps. Had problems.

Is there a way to dig from a lower Z-level to a higher one, using only ramps? I'd like to set up some towers with an alternating Z-level design so that they're climbable by ramps all the way up, but that doesn't seem to be possible unless I use stairs to have miners go up to the higher of the two Z-levels and dig ramps down.

I'm assuming no, because a dwarf standing on a ramp is considered to be on the lower of the two Z-levels the ramp spans (is this correct?), and can't climb to the next Z-level without an adjacent empty space on the upper Z-level, but can't dig out an empty space above while he's still standing below.

There's got to be some sort of clever way to get around this, right?

Designate a ramp on the lower level, and designate "dig/mine" on the upper level, next to the ramp (not directly above).


This is a repeating pattern for a spiral ramp tower:
Code: [Select]
1     2     3     4

█     ▲█    ▼▲     ▼
▲▼    ▼      █    █▲

After designating a ramp to be dug, go to the z level above it and designate a channel on the tile directly above the ramp. Then you can dig across as normal.
You don't need to designate both a ramp and a channel.

2303
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 26, 2011, 09:59:24 pm »
I think I just have a bug in my new fortress. I received two new dwarves in the spring immigration who appears to be clones of each other. Literally.

I just used the game interface to change the labour on one dwarf and the other dwarf automatically followed suit. Their skills are the same. Their attributes, personality, even a cursory glance at their likes and dislikes are the same.

Could you post the save game file? You can use http://dffd.wimbli.com/

Toady has mentioned that souls and bodies are now seperate, but linked, so it appears that one soul has two bodies assigned. This would be a very interesting bug to experiment with.

2304
DF Dwarf Mode Discussion / Re: Never before seen!
« on: February 24, 2011, 07:46:50 pm »
I just checked, and you do get this if you attempt to post in a old topic:

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

So there isn't an ignorance excuse for necromancy.

2305
DF Dwarf Mode Discussion / Re: How does your pasture grow?
« on: February 24, 2011, 07:41:49 pm »
Toady vaguely mentioned something about the growth rate in the DF talk #11. IIRC it was something like each tile growing 25% towards the maximum of 100% each growth cycle.

2306
DF General Discussion / Inspiring Real Life underground "city"
« on: February 24, 2011, 07:27:56 pm »
http://ca.gizmodo.com/5769445/helsinkis-underground-shadow-city

http://www.wdc2012helsinki.fi/en/news/world%E2%80%99s-first-underground-city-plan

Tunnels everywhere through bedrock. How dwarfy. Nobody *lives* down there, AFAIK, but there are factories and swimming pools. It is not just basement levels, but a secondary underground transportation and utility network. At 4:55 in the video on the first link, it says the tunnel network is 70m (230 ft) underground and shows a picture of a very tall spiral staircase. That's roughly equivalent to the distance from the surface to the first cavern in DF.

2307
DF Dwarf Mode Discussion / Re: Never before seen!
« on: February 24, 2011, 03:08:14 pm »
EDIT: I DON'T SUPPORT NECROMANCY

2308
Quote from: creature_standard.txt
   
These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]

Since a cow has:
Quote from: creature_domestic.txt
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]

Statistics tells me that 68% of all cattle are between 0.90 and 1.10 times their base size, and that 95% of all cattle are between 0.80 and 1.20 times the base size. The maximum and minimum size multipliers are 0.73 and 1.33.

Its worth noting that the biggest possible rabbit or cavy is still too small to yield more than a skull.

Fat has the [THICKENS_ON_ENERGY_STORAGE] token, and muscle has the [THICKENS_ON_STRENGTH] token, but there is no info that I can find on how that all works. "...with great muscles and copious amounts of lard
" descriptions should mean more fat/meat, but how much more?

2309
DF Dwarf Mode Discussion / Re: Effective Cavern Defences
« on: February 24, 2011, 11:44:09 am »
Code: [Select]
Side view:

 _████
█▲d cd
███▲█████████
█████████████

First a door, then a cage trap, then a water channel for cleaning contaminants (3/7 full), then another door, then a ramp up covered by a retracting bridge. The bridge is remotely linked to a lever in a safe control center. Both doors are "tightly closed" but not forbidden. If a creature you want to capture is waiting outside the outer door, remove the "tightly closed" status to let it pass. If a FB destroys a door, quickly close the bridge.

2310
DF Dwarf Mode Discussion / Re: idea for dwarflantis
« on: February 23, 2011, 07:12:52 pm »
You can also drop an obsidian wall square into the ocean, drain the inside of the square, build a city, and then drop the wall into the ocean floor. You don't need to keep the entire ocean drained, which is a real FPS killer.

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