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Messages - ral

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286
DF Gameplay Questions / Re: Starting in the snow
« on: April 05, 2011, 01:56:07 pm »
I didn't find snow to be much of a problem when I was a noob so you'll probably be OK. If you want to eliminate (almost) all freezing in a world you'll have to delve into advanced world generation which isn't too difficult if you just copy one of the default profiles and change the temperature params.

287
DF Gameplay Questions / Re: Artifact Weapon
« on: April 05, 2011, 01:52:07 pm »
I'm curious... how effective is it compared to an iron mace against armored foes? maces tend to bruise things to death anyway. I'm wondering if maces are somehow superior at bashing regardless of weight....

288
DF Gameplay Questions / Re: Goblin ambush
« on: April 05, 2011, 01:50:03 pm »
I can confirm that they won't starve and the humans shouldn't siege you for one lost caravan. I think they need to lose at least two or you need to kill a diplomat or two.

Anyway, archers standing on the edge of a pit can shoot down into it. If you have no archers, just make 10 crossbows, make a ton of bone bolts (or whatever is plentiful) and move the archers over to the edge of the pit. Eventually the goblins will all be dead.

As for the bridge, I'm not sure of the easiest way but you might try walling off the area and putting up a door that's locked until you can fix the issue.....

289
DF Gameplay Questions / Re: Artifact Weapon
« on: April 05, 2011, 01:45:28 pm »
I'd say it's at least worth testing considering it's weight. I mean if bone bolts can mess up a bronze colossus (eventually anyway) by bouncing off of it and denting it, the sheer weight of the thing might cause it to do lots and lots of blunt damage when the "hack" attack is converted to blunt damage. In other words the poor sharpness might just cause all attacks to get converted to really heavy blunt ones makng it as effective as a lead mace.

290
DF Gameplay Questions / Re: A fort question. :)
« on: April 05, 2011, 01:37:07 pm »
Hopefully you are using Dwarf Therapist.

For important craftsmen I just disable all of the hauling and cleaning labors on them so they won't waste their time hauling. For some semi-important ones I disable only refuse hauling, stone hauling, and cleaning.

291
DF Gameplay Questions / Re: Evil regions?
« on: April 05, 2011, 01:34:51 pm »
Try something like this with the number of evil areas cranked up:

http://df.magmawiki.com/index.php/DF2010:Worldgen_examples#Swamp_of_Evil

292
DF Gameplay Questions / Re: Good Regions and Flux
« on: April 05, 2011, 01:26:43 pm »
I think a number of people have complained about the flux issue with flux not being there when the map says it is. I've also noticed aquifers not existing in some places.

Anyway, you might want to gen a world with the number of good squares cranked up.....

293
DF Dwarf Mode Discussion / Re: Wind
« on: April 04, 2011, 09:46:42 pm »
I think the best thing to do is build a gear under each windmill and then link those gears together with an axle, then link either of those gears to stuff with axles and possibly gears. So:

G===G

one z-level below with the G's centered on the windmills

I don't think the lower windmill will work if you build another windmill on top of it (and you'd have to build a floor above the first one to do that anyway).


294
... ANYTHING WOULD BE BETTER THAN NOW IN DF'S WORLD GEN!

I say what he said.

I mean, even if you just gave the dwarves, elves, and goblins their own towns of 5x5 buildings that would be an improvement. Right now you can't even be an honest dwarf or elf who actually pays for his own stuff and hangs out with his buddies.

Also, it seems like roads really ought to cause travel to take less time. Tell me if I'm wrong, but it seems like fast travel is the same regardless of whether it's through plains or jungle or swamp.

Incremental minor changes FTW

295
Jeoshua: Thanks! I think this finishes off all of my unanswered questions except...

Note: One can attempt to make a world go through the ages more quickly by pumping UP the amount of semimegabeasts, who are usually more killable than the regular megabeasts, as the "Age of Legends" and "Age of Heroes" depend upon the PERCENTAGE of megabeasts killed, not the number.[/li][/list]
I tried to test this idea but I seem to be doing something wrong. Which parameters exactly would you set to what in order to get more ages and how many years of history would need to be generated? I tried pumping up semimegabeast caves (making it like 5x the number of megabeast caves) and it didn't seem to do anything over a 500 year history, though I was messing with a rather harsh and thus not so heavily populated world.....

Anyway, I have added all of the stuff about civilization population to the wiki. Thanks! Let me know if this looks good to you:

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

296
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: April 04, 2011, 05:13:47 pm »
Quote from: ral
"The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for."

For my test side it is 3 metal sources (+ Adamantine), haven't checked any other maps for the default setting - so I can neither confirm nor disagree to that statement.

Ok, but that includes both a "deep metal" and "shallow metalS" layer? I think I got 2-4 assuming you get a site with either "shallow metal, deep metal" or "shallow metals" with no deep metal, etc. So I guess if you end up with a site that just says "shallow metal" it would be 1 metal not counting adamantine....

i suppose in theory you could get a site with both shallow metalS and deep metalS with the default setting but I've never found one at least for the few times I played before you could change the setting....

Anyway, am I probably still usually correct in saying that metal = 1 and "metals" = 2 given the default setting?

297
DF Dwarf Mode Discussion / Re: Oh coal, where art thou?
« on: April 04, 2011, 11:40:46 am »
The raws contain "ENVIRONMENT:class:type:freq" but freq seems to always be 100 for everything (including bituminous coal and lignite) and 100 is supposedly the maximum.

Anyone know anything about this raw token?

298
DF Gameplay Questions / Re: World Gen-Where are all the gobbos?
« on: April 04, 2011, 02:36:46 am »
You do need goblin civilization around in order to be attacked by goblins. One specific way to avoid goblins is to embark on a deserted island.

With that said, I'm not sure how closeby they have to be, but they at least have to have a path over land it seems.

299
DF Dwarf Mode Discussion / Re: 3 in 1 Cavern size
« on: April 03, 2011, 11:55:41 pm »
I haven't tested it but I thought you needed at least two caverns to get underground trees.....

Let me know if I'm wrong.

Also, not sure if this is the case either but upping the minimum openness param and lowering the passage density (possibly to 0) might help as open caves might have less complex pathfinding, especially with pathfinding hints...

300
DF Gameplay Questions / Re: World Gen-Where are all the gobbos?
« on: April 03, 2011, 11:31:54 pm »
I'm pretty sure no civilization can live in high savagery (66+) areas. Goblins do need evil but I suspect that they can't handle high savagery evil (Terrifying).

http://df.magmawiki.com/index.php/Civilization

If you don't want huge evil areas, just set the high and medium size evil params to 0 and play with the small region evil value.

Edit: Looking at the raws, only things with the SAVAGE token can show up on savage biomes and in that case they're actually limited to savage biomes. Goblins are ANY_LAND, EVIL

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