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Messages - Brilliand

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271
DF Dwarf Mode Discussion / Re: Size of goblin sieges
« on: June 13, 2013, 01:44:04 pm »
I understand fortress wealth and/or export-import ratio triggering them.  But that also also affect how many goblins actually turn up in terms of absolute numbers per siege?

So, for instance, if I go on a masterpiece steel weapon production spree will I possibly start seeing 5-6 squads of cavalry at that point?  Or simply get a stretch where the goblins simply appear every season for the year?
Both are possible.  You'll see more frequent large numbers.

For value, what you really want are large serrated disks, and cloth.  Disks are incredibly high value, and cloth can be infinitely produced.  A single bolt of cloth can value in near 168 (masterwork cloth) + 2,400 (masterwork dye) + 2,400 (masterwork rope) or something like that, I forget exactly how the formula works, but it multiplies on itself pretty quickly and builds enormous value.  If you then decorate it with wood and cloth, or obsidian, you can have fully renewable immensely valuable items.

Lavish meals can get truly ridiculous.  Once my cook gets good, I'll have 20,000 dwarfbuck meals laying around all over the place.  Sometimes they get up to 100,000 or more, although I think that requires an unusually large stack of meat from some large creature.

272
DF Dwarf Mode Discussion / Re: Reviving Dead Dwarfs
« on: June 13, 2013, 01:37:38 pm »
A while back I had a guild representative killed and then raised by a necromancer.  I killed the necromancer, then resurrected his corpse (Masterwork Mod has a way to get a resurrect interaction).  A few years later, he showed up as a ghost.  Now I've got a ghost haunting people while his friendly body stands around dumbly.

You tell that story as if there is a problem somewhere :D

I want my guild representative back!  :P

273
DF Dwarf Mode Discussion / Re: Reviving Dead Dwarfs
« on: June 13, 2013, 12:59:19 pm »
A while back I had a guild representative killed and then raised by a necromancer.  I killed the necromancer, then resurrected his corpse (Masterwork Mod has a way to get a resurrect interaction).  A few years later, he showed up as a ghost.  Now I've got a ghost haunting people while his friendly body stands around dumbly.

Is there a way to put his soul back in his body?  With DFHack lua commands, say?

274
2)If you pump even one 7/7 of magma into the volcano, you may (confirm?) get pressure effects up to that level.

I think the pressure effects only last while the pump is running...

275
DF Dwarf Mode Discussion / Re: Only one dwarf collecting webs
« on: June 13, 2013, 12:32:43 pm »
Does changing the auto collect webs order help?

If you want to do what I do, you have to disable both auto collect and auto loom, to prevent them from showing up in the same workshop.  Building the web collection loom(s) next to the webs is nice because each web collection job takes much less time, but it's still only one job at a time per loom.

276
Masterwork DF / Re: Backpack making in adventure mode.
« on: June 13, 2013, 12:24:22 pm »
Hey, I was playing adventure mode, in outsider, and I noticed it's impossible to creat a backpack, due to missing reactions of making leather and making thread. Is there any way to fix this? For now i'm making a makeshift leather reaction and a removing thread from the backpack recipe, but is there any other way to fix it?

Maybe leather and thread can be obtained from shops?

277
Masterwork DF / Re: [DWARF] - Discussion and Suggestions - NEW POLL
« on: June 13, 2013, 12:20:04 pm »
If someone asks on the forums what the reagents are for a reaction I will search for them.  It takes a fraction of a second to search in the text raws.  But copying the exact same information from thousands of reactions into an HTML or PDF that becomes quickly out of date, and is no longer easily searchable, makes very little sense to me.

Hmm, wasn't someone making an automatic documentation generator?  I forget where I saw that.  That would be the way to go, though.

278
Ask Cherish if she knows more about the key, like if it will respawn when lost. (chuck it into the void?)
or if it was made somewhere.
Nothing else has shown that tendency... though I suppose we might have a shot at it respawning if we completely destroy it.  :o
Especially since it's a mission-critical item. This isn't a Sierra game, folks.
...Right?

GAME OVER
You have destroyed a mission-critical item.  Please load your latest save.

What we need to do is alchemize it with something time-related.  Exactly what that means in this story, I'm not sure.

279
DF Dwarf Mode Discussion / Re: Only one dwarf collecting webs
« on: June 13, 2013, 11:45:07 am »
and if your dwarfs don't have any place to turn it into thread when they get back, you would probably get constant job cancellation spam, see them drop the web, get caught in it if that actually makes it deploy, and break free... thus destroying the web.

which would be a much more annoying and wasteful way of only being able to generate one (useful) web collection job per loom, so... personally, i prefer the version where only one job is generated per loom.

No, they would just dump the web in the loom and leave it there for a dwarf with a bin to retrieve (in older versions, they would carry it to a bin themselves).  I build looms right next to clusters of webbing (where a GCS was recently slain) and don't allow weaving at those looms, and the resulting thread gets piled into bins and carried up to the weaver stockpile just fine.

Once the dwarf picks up the web, it becomes a thread, and it can't change back under any circumstances.

280
DF Dwarf Mode Discussion / Re: Sieges
« on: June 13, 2013, 11:37:35 am »
Currently have a wealth of around 733k. Will 10 legendary mace/axe/spear/sword dwarfs and 9 master-proficient marksdwarfs be able to handle a siege?

I would think so, yeah.  Make sure your melee dwarves have shields, though, to protect against enemy archers.
I am assuming that you trained them in a danger room and they have legendary in shield user but as long as you station them in a choke point of some kind then 10 legendary melee fighters will be able to break most sieges.

That would work too.  But then you're getting support from architecture, and I was assuming that was off limits, since architecture alone can break most sieges and he was asking about his military.

281
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 13, 2013, 11:25:27 am »
Hmm... Wolframite in Masterwork Mod has a 100% droprate, but I don't see any [IS_GEM] tag in the raws.  There is a [SPECIAL] tag, if that matters.

Oops, that's right. Adamantine (DEEP_SPECIAL) and gems both have a 100% droprate. The cluster shape or size still has no effect, though.

Uh... this is just [SPECIAL], not [DEEP_SPECIAL].

You're claiming the wiki is wrong (and none of the usual sources of wiki wrongness seem to apply).  I think you're going to have to provide something much stronger than your word on the matter.  Really, only tests with screenshots could overcome that hurdle.

282
DF Dwarf Mode Discussion / Re: Sieges
« on: June 13, 2013, 05:41:16 am »
Currently have a wealth of around 733k. Will 10 legendary mace/axe/spear/sword dwarfs and 9 master-proficient marksdwarfs be able to handle a siege?

I would think so, yeah.  Make sure your melee dwarves have shields, though, to protect against enemy archers.

283
Ask Cherish if she knows more about the key, like if it will respawn when lost. (chuck it into the void?)
or if it was made somewhere.

Nothing else has shown that tendency... though I suppose we might have a shot at it respawning if we completely destroy it.  :o

284
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 13, 2013, 05:19:01 am »
All small clusters always drop stones. I forget whether there are any small cluster stones in vanilla, but there definitely are in Masterwork.

No, they don't. Only stones with IS_GEM tag have a 100% droprate. There's like twenty minor minerals that only occur in small, <9 tile clusters. Graphite and brimstone and hornblende and chromite and borax and rutile and orpiment and realgar and and and and and.

Hmm... Wolframite in Masterwork Mod has a 100% droprate, but I don't see any [IS_GEM] tag in the raws.  There is a [SPECIAL] tag, if that matters.

This is it:

Code: [Select]
[INORGANIC:WOLFRAMITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:wolframite][DISPLAY_COLOR:7:0:1][TILE:138]
[ENVIRONMENT_SPEC:GRANITE:CLUSTER_SMALL:75]
[ENVIRONMENT:IGNEOUS_ALL:CLUSTER_SMALL:75]
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
[SOLID_DENSITY:2307]
[IS_STONE]
[MELTING_POINT:12457][MAX_EDGE:10000]
[MATERIAL_VALUE:15]
[REACTION_CLASS:WOLFRAM]
[SPECIAL]

...and that stuff has a 100% droprate.

EDIT: From the wiki:

Quote
When the wall-part is removed from a stone tile, there is a 25% chance that a single stone (also known as a boulder) will be left behind. The same applies to most ores. Any minerals that are found in small clusters have a 100% chance of leaving a stone or rough gem behind (and so does raw adamantine).

Not entirely sure whether "minerals" includes junk like hornblende or not, but it apparently includes wolframite (which isn't smeltable - it uses a custom reaction to get the bars instead), and for it to be based on whether the stone is economic or not would be rather strange.

285
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 13, 2013, 04:48:01 am »
Would it be possible to do a script which would turn constructions into rock? Games with a lot of constructed buildings get sluggish, and I expect they would work better if they had a few thousand stone blocks that were used to build the dwarven city be turned into natural rock formation and the items deleted. Just a thought, I have no idea how this would work out or if it would affect pathing, temperature, indoor, outdoor and stuff. But it would be a neat way to clean up the fort.

If this works on smooth constructed walls, it would allow multiplying rare stone.  Not sure whether that matters.  Also, it probably could only work on constructions made of rock materials.

Digging a tile as a 1/4 probability of giving you a stone. A stone can be turned into 4 blocks. 4 blocks can make 4 walls. You can do a random walk with the number of resources you have, but you can't reliably use this to gain resources.

On the other hand, gems and adamantine always drop stones, so just making it so you can't reconstruct gem tiles or adamantine tiles would prevent cheating.

All small clusters always drop stones.  I forget whether there are any small cluster stones in vanilla, but there definitely are in Masterwork.  The script should ignore blocks made of any small cluster material (as well as adamantine and non-stone materials).  Reconstructing adamantine or small cluster tiles with uncut stone would be fine, since you'd only get back what you put in.

Although, that feature could be used to turn all of your floors to adamantine for extremely valuable rooms... not that room value is in short supply very often.  Constructed walls also do something screwy with the floor, but it's more localized (that is, the resulting floor material has to be native to the layer).

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