Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Reelyanoob

Pages: 1 ... 84 85 [86] 87 88 ... 101
1276
DF Gameplay Questions / Re: Aqueduct design help?
« on: April 19, 2011, 02:34:32 am »
They will not be able to destroy the grates while inside the fortification. Have never tested before tough

I tried wall-grates and fortifications in a trap once, and they both allowed creatures to pass at 7/7 water. I don't know about floor grates. I think they're safe, even at 7/7 water.

1277
DF Gameplay Questions / Re: Dungeon Master and Immigration issues.
« on: April 19, 2011, 02:08:45 am »
I start with stone crafts, then switch to cloth crafts once my farms start producing, they're a lot more valuable than stone crafts, and lighter so you don't need a zillion bins. I used to make cloth/silk cloaks or dresses. Now, i make cloth crafts then decorate with other cloth. A bin full of these can be worth 25,000.

And when 'decorating with cloth' (AKA "sew cloth image" in the game), they take the finished good + some cloth and sew it into one item, putting in back in the finished goods stockpile. This process actually FREES UP the bins holding the cloth.

1278
DF Modding / Re: Raw editing won't work?
« on: April 18, 2011, 02:24:30 pm »
you can edit the raws for a particular save game too. you can change just about anything that way, except you can't delete or add a definition, so you can make i.e. a new race in an old world, but it replaces one of the races already there, and will still have the same heading in the raws - e.g. you can cut and paste the definition of a donkey into the DWARF entry and load the game, you have an embark of "donkeys"

1279
DF Modding / Re: Quick question on Select Castes tag
« on: April 18, 2011, 02:12:05 pm »
Thanks, that was exactly what I was after.

Now is there any way, say I have 2 pairs of male/female castes in my dwarf race, which I want to be separate (i.e 2 sub-races), to stop them interbreeding?

1280
DF Modding / Re: Raw editing won't work?
« on: April 18, 2011, 01:57:41 pm »
you genned a new world I hope after editing the raws? In an existing game you could "sacrifice" an existing species (keep the uppercase name in [] brackets the same) and turn it into whatever you like. Whatever pets of the old race you had turn into the new one.

There's a lot of files there. exactly what are you doing / trying to do?

And you know the difference between editing the main raws (which affect new worlds) and save game raws?

1281
DF Modding / Quick question on Select Castes tag
« on: April 18, 2011, 01:53:48 pm »
I know about CASTE, and SELECT_CASTE:ALL

is there a syntax for selecting a subset of Castes? e.g. I only want to select 2 out of 4 castes for some tags?

1282
DF Dwarf Mode Discussion / Re: I want to make tiger men servants.
« on: April 18, 2011, 01:40:21 pm »
I recommend making a "tigermen" Caste, rather than species, as part of the "dwarf" race. That would trick the game into getting them to work as workers, and the caste can have [PET][COMMON_DOMESTIC] too

If you don't want to get then as immigrants as well as pets, then you can give the Caste a low or zero POP_RATIO

http://df.magmawiki.com/index.php/DF2010:Caste

1283
DF Dwarf Mode Discussion / Re: I want to make tiger men servants.
« on: April 18, 2011, 01:18:50 pm »
You missed my edit. There is NO biome on cats or dogs. So that solves the problem. Delete the tag.

That gives me the idea to PUT biomes on dwarves and elves, for "wild" ones.

1284
You really gotta cut and paste this into the wiki under 'ice'

1285
DF Dwarf Mode Discussion / Re: I want to make tiger men servants.
« on: April 18, 2011, 01:09:00 pm »
Well, horse spawn in the wild yet have that tag, so I'd say no

EDIT Ok i checked and Dogs and Cats lack BIOME tags, so do the changes as above, leave Tigermen as PET, and remove the BIOME tags

1286
DF Dwarf Mode Discussion / Re: I want to make tiger men servants.
« on: April 18, 2011, 12:59:33 pm »
That's what the [COMMON_DOMESTIC] tag does, makes them available at embark, with immigrants and caged from caravans (even for sentient civ races). [PET] just makes them tamable. There's not much point copying the race, just mod the existing one. If you stop them appearing in biomes, then no civ can get them in the first place, I think.

You might try [COMMON_DOMESTIC] with [PET_EXOTIC], I'm not 100% sure but that might give you "tame" ones from civ sources while not allowing you to tame wild ones.

Actually, try running [COMMON_DOMESTIC][PET] during worldgen, then editing to [PET_EXOTIC] in the save game. Not overly satisfying, but it would give you buyable Tigermen, but make "wild" ones non-tamable.

1287
DF Dwarf Mode Discussion / Re: I want to make tiger men servants.
« on: April 18, 2011, 12:50:19 pm »
Tigermen already have [PET] you just need [COMMON_DOMESTIC] to get them at embark.

they're in creature_savage_tropical.txt which i found using windows built-in search function (you have to search for a phrase in the files, rather than a filename). But they won't be workers. You could have them as bodyguards though. Add [TRAINABLE].

The only way I can think of to have working non-dwarves in the game alongside your dwarvs  would be to fake it with extra dwarven castes, but they wouldn't be "true" versions of those animals.

Funny enough, try taking the [PET] tag off an already-tame animal and you can set their labours like a dwarf, but they don't seem to be able to do any actual jobs. The closest I got was an Orangutan (from the elves), who I turned all labours on, and he gave messages "so-and-so unable to Fish" so he had some sort of labours being generated, but failing.

1288
DF Gameplay Questions / Re: Fortifications stack?
« on: April 18, 2011, 12:25:13 pm »
Ok everyone thanks for clarifying that for me, I guess I haven't had to face elite bowgoblins yet, or they were gotten by my other traps. I guess those "shutters" would come in handy when I discovered that fact.

1289
DF Dwarf Mode Discussion / Re: FPS death
« on: April 18, 2011, 12:01:14 pm »
Don't forget the apparent cloths-rotting FPS bug. Whether or not that's an issue, reducing the types of clothes in the game cuts 1000's of objects out. e.g. disabling shoes and socks in the raws reduces # items on a 200 dwarf fortress by 800! And consider how many types of clothes there are in the inventory list.

http://df.magmawiki.com/index.php/DF2010:Maximizing_framerate

1290
DF Dwarf Mode Discussion / Re: Food Industry Design
« on: April 18, 2011, 11:37:19 am »
Think production line. You can draw a graph with arrows showing flow, and the nodes in the graph are workshops and custom stockpiles. In this scheme workshops are always joined by stockpiles, not directly to other workshops. I usually think of them as linked in 6 directions (n,s,e,w and up and down), and try and get everything to link up nice.

I keep all my farms on one level, by channelling out half the farm from above. It's actually an 11x11 room, 8 farms of 3x5 (using an alternating pattern to fit them in, gotta take care to only channel the correct tiles for the above ground part). 4 each of above/below ground plots. Stairs down in the middle double as the only seed stockpile in the fortress. Below is a "raw plants only" stockpile. Next to the farms i put the farmers bedrooms, small dining room and meal + drinks only stockpiles. these areas become a "Farms" Burrow, so the farmers stay close and safe. All these things make the farms really efficient.

I connect the breweries either directly below the plants stockpile, or alongside, with a "Drinks" stockpile as close to the brewery as possible. Millstones and Threshers are to another side of the plants stockpile, i try and feed these into a "dyes and thread" stockpile on one side (leading into dyers+weavers => cloth pile => clothiers/crafts => finished goods => Trade Depot), and a "edible" stockpile leading into the kitchen.

The kitchen needs to be adjacent to many stockpiles, - the edible outputs of the millers and threshers, brewed drinks, butchers/meat/fat stockpiles, egg-laying area/stockpile, prepared meal stockpiles, making the kitchen an important consideration in how everything else links up. You theoretically could have stockpiles every direction (n,s,e,w,up,down) from the kitchens if it was planned nicely. I decide where to place the egg-production area last, because it doesn't need to be connected to anything else, so it can go down below the kitchens for example if there's nothing else there.

Prepared meals and drinks stockpile should also be right next to the Dining room.

That's my basic plan, then I just try and fit all that in together and make it look neat. I use 3-4 levels including the farms one. Usually just 3 levels though, coz i hate hunting around to find workshops.

Pages: 1 ... 84 85 [86] 87 88 ... 101