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Messages - Reelyanoob

Pages: 1 ... 86 87 [88] 89 90 ... 101
1306
DF Gameplay Questions / Re: Breeding Beak Dogs
« on: April 17, 2011, 01:56:11 pm »
Thanks for clarifying what the should have done, i guess next time I'll try making them a non-egg layer for a generation or two, but i prefer not to have to change anything.

I actually just abandoned this fort because there was very little left to see. Got to hell, there was no candy or clowns in sight, not even one!, so i walled it off, and put a picnic table there. Also all the races seem to be extinct except goblins, so no more caravans, immigrants or anything. Just constant sieges of Goblins, Beak Dogs and Ogres.

1307
DF Gameplay Questions / Re: Thats one tight fitting cave..
« on: April 17, 2011, 01:36:17 pm »
Easy. Advanced worldgen Params

Page Down 8 times in advanced worldgen parameter list to find the relevant Param to set.

Magmawiki has a whole page just detailing all the possible params, this is the section on Cavern params:-

http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation#Cavern_Layout_Parameters

To quote the wiki: "If you want the largest open spaces possible, then decrease the density and increase the openness. "

1308
DF Gameplay Questions / Breeding Beak Dogs
« on: April 17, 2011, 01:34:38 pm »
I captured some beak dog invaders, and modded them as tamable. I know they are still dangerous, so I pitted them after taming, in a room with some nest boxes, waited a long time but no eggs.

Am i doing something wrong here, or do I need to mod them as a non-egg layer to get them to breed?

1309
i still got one problem tough, now my stockpiles are flooded with goblin crap: http://img16.imageshack.us/img16/4152/stockpiles.jpg
what do you do with it besides just generously donate them to elves XD?
Those things will pack into Bins if you make some, taking up a lot lets space. I read you can make cages out of Glass, i'm going to try that next, which frees up more wood in my plans for bins etc, and i can have a bigger collection of prisoners.

1310
DF Dwarf Mode Discussion / Re: Food and Water
« on: April 17, 2011, 01:09:17 pm »
I have 8 3x5 farm plots packed into an 11x11 room with stairs in the middle down to a food stockpile. Usually the left half are above-ground (channelled from above) and the right  half are regular dug out below ground farms, but they are all side-by-side like a single farm. Also, i put accomodation for the farmers right next to the farm (with food drink and bedrooms), and a 1x1 seed stockpile right on the stairs. I burrow the farmers so they can only go to these rooms, ensuring they are ultra-efficient. To be honest, this produces way too much food and drink (with a brewer or two).

I usually have the below-ground farm as the first thing my miner creates, so my 1 or 2 planters can get going. I'm careful not to dig out the part which will become channelled, so as to avoid cave-ins.

Unlike some other posters, I basically don't worry about animals or hunting, just farming. It's a matter of personal style/taste basically. Once you get the hang of it, you'll rue the "foodsplosion".

1311
DF Dwarf Mode Discussion / Re: Doing More with Less
« on: April 17, 2011, 12:38:00 pm »
I started using Nano-Fortress recently (for even smaller embarks than vanilla allows), cut z-levels to minimum in worldgen params, on a terrifying biome, full of badgers - giant/regular/man, and zombie versions of them all. By the time that outpost was secure (7-8 reclaims i think) i had 68 coffins filled. If I did it again, I'd send 7 military dwarves on the first embark, as it was the last 3-4 reclaims were 100% military (and had piles of decent armour/weapons left from previous expeditions) and still got pwned.

This map forced me to develop military more than larger maps, also I never seriously considered Clay for construction before, but there was so little rock to be had I ran out of - GABBRO!! and had to develop clay wall industry for the first time.

Then i took over hell and it got a bit boring

1312
DF Dwarf Mode Discussion / Re: I'm at a loss.
« on: April 17, 2011, 11:57:37 am »
Yes, my military does go and get arrows when I send them out to a station. The problem is when they run out, they refuse to move. I can send them to station right on top of the ammo stockpile, and they will just stand in the fortification instead and wait for death, rather than go get more arrow. As a side note, my military will actually return to the last spot I stationed them, after I release them from their station command. They will run and get food/water/sleep, then dash back to the last spot I ever stationed them.
You're doing something terribly wrong with your defensive wall design if you're marksdwarves ever get shot at !! They should be invulnerable.

Have you tried installing lever-controlled raising drawbridges right in front of (ie: outside) your fortifications?... the idea would be to shut off the Marksdwarves sight of the enemy, once they run out of ammo, so that they won't be mesmerized by having an enemy in line-of-site. They should then go get bolts, and return to station... after which you open the "shutters" again.
That's a good idea. I just have to make sure not to kill any of my less intelligent dwarves when I close up the bridge.

Thanks!

Here's a really good idea - dig a trench in front of the fortifications, ensuring NOBODY can shoot your guys EVER. Between the trench and the fortifications, build the "shutters" (long, thin raising bridges). Put the shutters in first, 1 space from (i.e right next to) the fortifications, then the trench 2 spaces from from the fortifications. Nobody, friend or foe, should be able to path to the shutter area now (link up the lever before you dig the trench).

BTW you keep saying marksdwarves "on top of fortified area". They should not be on top of a wall in the open, they should be behind "Fortification" constructions instead of walls (b-C-F). These are like walls, but you can shoot through them if you are standing right next to them. A good set-up is to have a double-wall of these around your secure area with a space for walking eg a typical section would look like :-
Code: [Select]
#.#
#.#
#.#
#.#

 # = Fortifications
. = Floor
Marksdwarves will be able to shoot out the right or left of this tunnel, make sure this is a level aboveground, or has trenches on either side, otherwise goblin archers can shoot through it too. Put a roof on this as well to ensure total safety. Surround your courtyard with these, and you can capture a siege in your courtyard and take them out execution style. Just make sure the entrance to the tunnel is not in the courtyard.

A network of these constructed tunnels can span over your whole site, and you can use the military orders to have the marksdwarves patrolling constantly

1313
DF Gameplay Questions / Re: Need help with water fast !
« on: April 17, 2011, 11:45:47 am »
Adelene had the right advice, plus consider having only one seeds stockpile (disable seeds on all other food stockpiles). You can also change the max barrels on this stockpile to zero, so it only stores bags of seeds, EDIT :but this isn't really necessary, as KProject advised, a single seed stockpile ensures they're packed into less barrels.

You can also allow seeds of things you don't want to grow anytime soon to be cooked at a kitchen (always have a few cooks), which pads out the food and frees up bags / barrels.

1314
Mod Releases / Re: Pony Mod: My Little Fortress
« on: April 17, 2011, 08:56:52 am »
Though many people talk of milking elves, I think it only works on domestic-type creatures.
Well, domesticated/trainable dwarves works (hunting dwarves, wardwarves, they appear in the animal list an can be slaughtered, and can be bought as pets or from caravans) I haven't tried milkable elves yet, that may be next. I currently have a world where all pack-animals are dwarves (my wagon pullers were "stray peasant (tame)" for example).

EDIT : Just did a worldgen with [PET][COMMON_DOMESTIC] on elves, bought some pet elves, and tried milking (copied milking tags from donkey raws). No luck here until i removed the [INTELLIGENT] tag from elves in the save game, then elf milk and elf cheese were produced.

1315
DF Modding / Re: Question: Batch World Generator - is this possible?
« on: April 17, 2011, 08:02:50 am »
Yeah i read about them appearing in NT just now, but basically I don't do a lot of stuff with bat, mainly c++ and some vbs recently

Anyway, back on topic i just put together this AutoHotKey script which will auto-close DF in worldgen mode. Just remember to turn off the script while playing normally. All it does is have a timer, see if Dwarf Fortress is running, make it foreground, and spam a mouse click every 1/2 second.

Code: [Select]
#Persistent
SetDefaultMouseSpeed, 20
SetTimer, CloseDF, 500
return
CloseDF:
IfWinExist, Dwarf Fortress
{
WinActivate
        MouseClick,Left,50,50
}
return

I just grabbed AutoHotKey Basic from this link (1.95 MB) :-
http://www.autohotkey.com/download/

EDIT : this is not working 100% i think i have to modify it to slow the mouse down. FIXED

1316
DF Modding / Re: Question: Batch World Generator - is this possible?
« on: April 17, 2011, 07:13:02 am »
@Starver : interesting, i had no idea they added a FOR command to bat files, been a long time since i bothered with them.

But the question is how to auto-close DF once worldgen's done, as Ledi suggested.

I can't see how to do that with the bat file FOR loop, but with VBS I could probably rig it up with AutoHotKey to spam a mouse click (or Enter key or something) every few seconds on the DF window, which would close it once worldgen is complete. EDIT: Actually this could work with just having AutoHotKey in the background, whichever script you use. I think AutoHotKey has some sort of Window-detect feature, so the script only runs when it detects the right type of window.

1317
DF Modding / Re: Trading dwarves
« on: April 17, 2011, 06:44:17 am »
IT 000 : thanks for saving me the search ! There's an older thread where I did 100% !SCIENCE! on the issue though, i might look for. The original topic of the thread was about modding cave crocs to be breedable.

i'll just add here, that wardwarves and hunting dwarves can be assigned to other dwarves, with the usual restrictions. Hunting dwarves, being presumably faster could make a great hauler-caste

1318
DF Modding / Tile editing - help needed
« on: April 17, 2011, 06:42:48 am »
I was playing with just_embark and embarked on an all-ocean area. The thing embarked me in hell, but right over an eerie glowing pit, and a few metres away is the biggest clown-fest i've personally ever seen!! This has given me the idea for an "escape from hell" fort which will require many reclaim efforts.

The only problem is there's nothing to stand on, so whenI unpause everyone dies. I could use dfliquids for obsidian walls, unfortunately the dwarves always start at the NW of the map on the very lowest level (even if it put a wall there and reclaim), so this only encases them in obsidian (unharmed though).

Any way/means/tool I can create a piece of floor here?


EDIT : I sorted the issue by downloading "Tweak" and getting Tile Edit working

1319
DF Gameplay Questions / Re: a question about scale...
« on: April 17, 2011, 05:47:47 am »
One embark tile is 48x48 'dwarf' squares. A maximum embark is 16x16 of these, so 768 x 768 "metres". A world is at least 17x17 embark areas.

So a pocket map would be 768 x 17 metres across, or 13 km at that scale. A large map (257 x 257) would be 197km across, so about 38809 km^2

The area of England itself is 130,395 km^2. But this is just "England" the kingdom. Great Britain is 244,820 km^2, or about 6-7 times the size of the largest worldgen (assuming 1 sq = 1 metre)

http://wiki.answers.com/Q/Total_land_area_of_england

Why not use imperial, and say 1 square = 10 feet? (3 metres). That would make a large map a little bigger than Great Britain

1320
DF Gameplay Questions / Re: Anyone know how to call GhostBusters?
« on: April 17, 2011, 05:25:48 am »
In my last fort : terrfying biome, badgers, giant badgers and badgermen + zombie versions of all of them, 7-8 reclaims, the last 3 reclaim attempts were 100% military dwarfs (a beserk dwarf from one wave killed 3/7 reclaim dwarves within a few seconds of embark one time) . I had about 70 dead dwarves by the time this outpost was secure, a big graveyard and 5 ghosts still running around. Did slabs for 3 of the remaining ghosts, but the same problem with last two names not appearing in the list.

I used the stock menu to find the remaining corpses, they were drowned in a river which had frozen over, so I mined the ice out, and this fixed the problem.

The same thing you said about claiming a coffin, the problem being your dwarves can't path to the corpse, so you have to locate it and create a path.

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