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Messages - Stormfeather

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46
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: February 04, 2020, 03:51:39 pm »
oo, good point. I think I got all the stuff (or at least most) I was digging out done while huddling in my fort trying to wait out an undead siege. But that's a thought to keep in mind for later

47
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 04, 2020, 12:09:56 pm »


 You... are in the wrong profession my friend.

(Also serves as a nice shorthand for what is going on in my fort. Pain. Pain and suffering.)

48
DF Gameplay Questions / Re: Is there a way to check info about your Guilds?
« on: February 03, 2020, 10:57:52 pm »
The only thing like that I've found so far is in the location screen, when you assign a group to a guildhall location. When you scroll through them it gives an idea of how many members you have in your fort, but that's about it.

Something like that would be nice, along with a way to check the status of your open petitions all at once now. It wasn't needed before since they were pretty much instantaneous "accept this traveler, yes/no," but now that you have petitions to build locations, it'd be handy.

49
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 03, 2020, 10:44:33 pm »
Hmmm. I know the general method of stripping goblin prisoners if you want to use them for easy combat practice is to do a mass reclaim on the items, then a mass dump over them (d-b-d in an area). Any chance that would work for someone in your civ?

50
Not completely sure, but do you maybe mean the wiki? Here's the library page for instance:

http://dwarffortresswiki.org/index.php/DF2014:Library

It has not only places but a ton of other info about the game. Just keep in mind that a lot of it won't be updated for the new release yet, so probably not a lot of info on new features.

51
DF Gameplay Questions / Re: nothing getting done
« on: February 03, 2020, 12:03:41 pm »
Hauling is a pretty low priority task in general. So if you really want to get hauling done, you're going to need to probably either disable a bunch of the tasks on a couple dwarfs, or make sure you only give a limited number of other jobs to be done at a time so that some dwarfs are doing those while others don't have anything else to do but haul.

Of course if your dwarfs are actually standing around doing nothing there's also the chance of having things accidentally disabled or screwed up in some way, like fumble-fingering a command and turning off hauling labors in your orders screen by mistake, or removing some stairs between your dwarfs and the food stockpile or something similar.

Edited to add: I don't generally play in evil environments, so is it also possible the dwarfs are just being horrified by their surroundings and not wanting to do anything? If that's the case, you might not have a lot done until/unless you manage to seclude them inside mostly, at which point they could still occasionally get horrified by reliving those moments but you might have more luck getting stuff done.

Edited again because I just noticed the "everyone in the military with half training all the time" thing. So do you mean that everyone is set to training mode and that you have orders edited so that only half are being forced to train at once? Or that you have the schedule set up so that a squad is training one month and off the next, with another squad "on" that month or what have you?

Either way, that might be interfering since I think military dwarfs will still occasionally train or do other things even if they don't "have" to by their schedule. I'm not sure though, since I generally only have a dedicated military, not "all dwarfs are military dwarfs." Anyhow it might not hurt to have a few dwarfs not in the military to take care of important tasks and/or making sure that some squads are specifically set to "inactive" at times. Again though, someone who does tend to run heavier/all military forts might be able to chime in a bit better here.

52
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: February 03, 2020, 11:57:44 am »
True, that'd work if you just want to avoid the cancellation spam. I don't mind that so much (as long as it's not pausing and recentering) though, I just get annoyed at having to constantly go back and tell them AGAIN that yes, I really do want this next layer dug out, which is pretty much going to be the same. :/

(I do appreciate the helpful suggestions though! Everyone here is always helpful, which is great.)

53
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: February 03, 2020, 10:54:53 am »

For anyone that doesn't know:
In announcements.txt, remove ":P:R" from "[DIG_CANCEL_DAMP:A_D:D_D:P:R]". That'll stop it from pausing and re-centering your screen. You'll still have to re-designate, though.

Yep, luckily that's one of the few edits I always make before I start playing (along with stopping it pausing an re-centering whenever there's a birth), which helps. The re-designation is what's driving me nuts, but yeah, if it were pausing and moving my camera each time... urgh. >_<

54
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: February 03, 2020, 12:04:39 am »
So yeah, it actually wasn't filled with water. I reclaimed, and am now working on building the fortress.

It doesn't seem to be just the last level of the aquifer that drops water below it though (of course maybe it was phrased like that since normally people build below the full aquifer anyhow and aren't crazy enough to try to build within it...lesson learned for next time). I'm pretty far behind in my fortress construction in some ways since I've been losing a lot of time to aquifer control, but I'm also learning as I go.

I've been slowly fighting my battles to dig rooms into the aquifers, wall off/smooth walls where needed, and dig out more than I normally would above any other rooms that have water dropping down on them. It's a bit crazy-making honestly since every small sliver of digging that gets done exposes more damp sand/chert and a cancellation of the designation. I wish there was a way to select a "dig without interruption" mode (maybe similar to the "marker only mode" that just doesn't cancel, which yeah is risky but man would it make my job easier right now.

Currently have my game saved with one level starting to get deeper than I'd like with water. I've got most of the walls smoothed down now, and am mostly working on getting the zlevel above them dug out so there's no more water draining on them. I do still have a bit of digging out there to do though, sadly. I might cancel it for now and smooth that wall down too though until the digging is done.

55
DF Dwarf Mode Discussion / Re: Temple Petition?
« on: February 01, 2020, 05:46:22 pm »
For what it's worth I've had one temple petition so far, and it was from the "West Faith" which does in fact seem to be a religion rather than a god. Amusingly the autogenned location name for the temple was the North Church.

56
DF Gameplay Questions / Re: How hard is it to ‘learn’ ASCII?
« on: February 01, 2020, 05:44:45 pm »
I'd also say it wasn't hard at all. Of course, I'm coming from the vantage point of having learned it years ago so I might not remember any struggles, plus with the advantage of having played Nethack for years before that. So if you didn't basically learn to read ASCII in that context from way back, I have no clue how hard it might be.

To be honest though, I had more trouble learning what various commands did, the whole concept of switching between Z levels, digging vs. channeling, constructing versus digging features out, etc.

57
DF Dwarf Mode Discussion / Re: Is beekeeping as bad as it looks?
« on: February 01, 2020, 05:39:28 pm »
With a little modding you could easily make bee stings lethal

...which could lead to !FUN! since the bees aren't exactly the type to check for friend or foe before they start stinging.

58
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 01, 2020, 03:32:10 pm »
I had this individual show up as a (short term) visitor in my fort, with the undead/necromancer icon in teal:



I'm a) wondering what that's about, and b) really hoping they petition to stay long-term.

59
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: January 31, 2020, 12:15:19 pm »
Aaah, thanks everyone. So it's just the tiles below the *last* aquifer file that are subject to this? That'll help. (I ask because with the slow water flow I'd actually started digging out rooms within the aquifer itself to wall off and use normally, rather than skip some levels). That will help at least.

And yeah, didn't realize if I dig out the area above that'll prevent it. I may have to go back and do a reclaim, although I wonder if then the level will be filled with water due to the aquifer or something. One way to find out I guess!

60
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: January 30, 2020, 11:40:21 pm »
I do have one question though.

So I didn't realize that aquifers will basically drop water down into open spaces BELOW them.

If you are an idiot (cough) and clear out some open space below one if the light aquifers, is there any good way to fix it? I mean I could think of a few like building columns below any aquifer tiles... IF I could figure out just which tiles are the culprits. Or just building in the entire room(s) again although man that seems like overkill. Or at this point even just riding it out and figuring that the water will start drying up as it spreads fast enough that it won't start building up into job-cancellation levels, but that's aesthetically annoying plus would probably impact FPS.

So any suggestions for fixing such a situation? Or for that matter for knowing when you're going to dig out the level below an aquifer in the first place, if you don't happen to run into any of the aquifer spaces on your way down? I possibly overreacted and just abandoned the site since I wasn't completely thrilled with a few other things about it either, but now I'm kinda regretting jumping the gun.

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