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Messages - khearn

Pages: 1 ... 40 41 [42] 43 44 ... 118
616
DF Dwarf Mode Discussion / Re: mincarts and spears
« on: August 26, 2014, 12:14:00 pm »
How many coins can one carry.

Not that I want to even think about unstacking that many coins.

Ouch! I thought about it and now my brain hurts.

   Keith

617
A zip of a bzip2 compressed tar file of a debian package.

Must go deeper.

;)

618
DF Dwarf Mode Discussion / Re: Mutiple-tiles underground trees
« on: August 25, 2014, 07:17:59 pm »
I've tried a couple of times. Once I was able to get 2 z-level trees to grow, but that was as deep as my tree-farming chamber was. In another fort I tried a 3-z chamber, but none of the saplings grew up after a couple of years. I know that there was a stone layer directly under the farm, which might have been the problem. I probably also had dug out a significant part of the area directly under the farm, which also might have been the issue.

I've been looking for a place where I have at least 4 layers of aquifer-free soil, so I can dig a 3 layer open space with a full layer of soil underneath it. I also want to try a multi-layer soil open space with a un-mined layer of rock directly below the bottom layer of the room to see if the roots will grow into un-mined rock or if they really need a layer of soil below them.

I also want to try on muddied rock with plenty of open space above and unmined rock below.

But yes, it is definitely possible to get multiple z-level trees to grow. I'm just not sure how high they'll get or how long it will take.

  Keith

619
DF Dwarf Mode Discussion / Re: Facepunch's Dam: How did he do it?
« on: August 25, 2014, 07:11:33 pm »
I think he took a map with two streams at different levels, built a dam over the lower stream, plus a wall along the upstream edge of the map, and then allowed water to flood from the upper stream to fill the lake.

Using pumps to pump the water back upriver while you build floodgates downriver actually works. The stream will accept the water that you pumps out from the stream. More dwarven magic.

But this makes me wonder if flooding from the higher stream would actually work, or if it would just get absorbed by the lower stream in the same manner. He may have had to dig out the stream tiles so they were just normal tiles so the water would accumulate. Or something like that.

   Keith

620
DF Dwarf Mode Discussion / Re: STEALTH WEREMAMMOTHS??!! - Now with +ART+
« on: August 25, 2014, 06:58:30 pm »
Urist McLittleIndian has been missing for a week.

And Then There Were None.

621
DF Dwarf Mode Discussion / Re: What's the Ideal Armour Setup?
« on: August 25, 2014, 06:55:13 pm »
As mentioned above, dwarves will wear the most valuable piece of armor available for a given slot. This does not mean the best. They will happily wear a ≡«☼copper mail shirt☼»≡ instead of a -steel mail shirt- if the copper is more expensive. It's mainly only an issue with stuff you've bought from caravans (unless you make a habit of decorating crappy armor), but it's something to watch out for.

   Keith

622
DF Dwarf Mode Discussion / Re: A day of FUN
« on: August 25, 2014, 12:34:39 pm »
Or maybe he was under it when you lowered the drawbridge afterwards.

623
Now I'm having trouble with d.total_assigned_labors(). It doesn't seem to matter (much) what I pass as an argument, it is always showing me the total including hauling labors. If I do 'true', 'false', 0, 1 or nothing at all,  I get the total number of labors, including hauling. If I pass anything else, such as 'TRUE', 'FALSE', 'happy', or 'sad' I just get every dwarf, so that's evidently some sort of error.

I'm trying to use it like the example in the Guide, subtracting d.total_assigned_labors(true) from d.total_assigned_labors(false) to see how many hauling labors are turned on. This worked in 23.6, but isn't working in 24.0. I know the number of hauling labors has changed, but the function doesn't seem to be giving different values for true and false.

Here's a final test:
d.total_assigned_labors(true) - d.total_assigned_labors(false) == 0

For 0 it returns every dwarf. For any other value ( I tried 1 through 20), it gives no dwarves.

   Keith

624
Yeah, I had a miner caught outside by a sneak attack. I think it was a werebeast of some sort, but it might have been an ambush. It was a week or so ago. He was managing to avoid taking damage, but wasn't fighting back at all, just trying to run away in terror. Then I got the idea to add him to a military squad, and suddenly he grew a pair and started fighting. Did I mention that he was a legendary miner? The fight didn't last long, once he gained the self-confidence that comes from being a member of a military organization.

The lesson is: if your civilians start getting attacked, draft them immediately so they'll at least try to fight. If they're not part of an active squad, they won't even try.

   Keith

625
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2014, 12:42:33 pm »
Unfortunately the Militia General has decided to be in a coma after slaying a Nighttroll, and he chose a great location, right on the drawbridge into the Underfort.  He shall be gloriously catapaulted into our watersource upon the alarm ringing.

Build a bunch of beds surrounding the bridge. Maybe he'll land in one and you can designate it a hospital. :)

   Keith

626
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2014, 01:02:40 am »
Got attacked by werecavy tonight. A terrifying beast, half man, half guinea pig. Beware his adorable call!

Now I know why I fear the night. Yeah, right. That's all you got?

He proceeded to attack the dwarf that spotted him, an adequate spinner (AKA: expendable). It bit him on the right upper arm, shook him around a bit, then let him go and headed into my fort. I told my melee troops to go kill it. It headed in towards my depot, where a human caravan was just getting ready to leave, so the caravan guards attacked it. A human lasher and the werecavy fell into a trench and were going at each other, mostly missing, but the cavy eventually got a few bites in on the human lasher and shook him around pretty well.

About the time the lasher was giving in to pain, my militia commander showed up wielding a brand new artifact gold hammer, which mostly just bruised the werecavy. I was expecting better from it. He proceed to severely annoy the werecavy for a while, until my other competent soldier showed up, a spearmaster. The spearmaster did his pokey-pokey thing a few times, tearing the monster's guts and making it bleed quite a bit. But it was the hammerdwarf that got the killing blow, "The militia commander bashes the Werecavy in the lower body with his Gathilestrith and the injured part is crushed!" I guess gold is a pretty decent material for a hammer.

Neither the militia commander nor the spearmaster were inured at all. The human lasher is drifting in and out of consciousness. Hopefully he'll recover in time to leave before the next new moon. That just leaves the spinner, who is staggering back to the fort to clean himself. I don't think he realizes that he's now a werecavy, too.

So now I need to figure out what to do with him. This is the first time I've had a dwarf injured by a were and survive. Naturally, I got blessed by such an awesome were creature. I wonder if he'll have cute curly black hair and "spring green" eyes, like the one that attacked?  I can just hear the goblins: "Don't attack Hammervalleys, they're defended by a were-<snicker>... a were-cavy! <snort!> Oooh, it's adorable call is just terrifying!"

Well, I guess I should start by building an isolation ward for this guy. Probably right next to the mayoral suites, since they already have magma plumbing installed. The last mayor really loved goblets. So much so that he forbade exporting them, right before the dwarven caravan arrived. The one we were planning on trading lots and lots of ☼rock mugs☼ to. Fortunately, the new mayor that got elected just before we started trading didn't object to exporting the mugs. He did grumble about not having a proper bedroom for a while, but it took time for the last bits of magma to evaporate from it before we could install a new bed.

   Keith

627
DF Dwarf Mode Discussion / Re: And another dead... wait a minute!
« on: August 22, 2014, 12:29:05 am »
They probably haven't found the body, but one of your dwarves encountered the ghost. So the ghostly clothier has been found, and yes, he is indeed dead. You know. Ghost.

Being dead is a bit of a pre-requisite.

   Keith

628
DF Dwarf Mode Discussion / Re: How often do you save-scum?
« on: August 22, 2014, 12:05:08 am »
I've played so much nethack, it doesn't even occur to me to savescum.  If something goes terribly wrong, I just try to learn from it. I try not to waste dwarven lives, but if they die, they die.

I have seasonal backups turned on, but I only use them if the game crashes.

Losing == FUN!
Savescumming is a way to avoid losing.
Therefore: savescumming <> FUN!

  Keith



629
DF Dwarf Mode Discussion / Re: Weirdest were-beasts?
« on: August 21, 2014, 11:34:22 pm »
I just had a terrifying man-beast show up:

a wereCAVY

dun-dun-DUN!

Seriously, it's a were-guinea pig. This is why I fear the night?
Quote
A large cavy twisted into humanoid form. It is crazed for blood and flesh. Its eye glow spring green. Its black hair is very curly. Now you know why you fear the night.

It is scrawny.

What? I must fear stepping on it when I get up to take a leak during the night. Even the eye color fails to terrify. Spring green? Has it got bars of Irish Spring for eyes? The very curly black hair doesn't exactly inspire fear, either. And then the coup de grāce: It is scrawny.

I feel like I'm in the middle of a Monty Python sketch.

Of course, after I'd said all that, it's probably going to kill every dwarf in my fort. While no doubt making its adorable call.

   Keith

630
DF Dwarf Mode Discussion / Re: Combat Confusion
« on: August 21, 2014, 12:20:14 pm »
In regards to the invaders standing around after one gets caught in a cage, if you watch them move across the map, you'll see one leader moving in a fairly direct path, and a few followers milling around following the leader. This can be taken advantage of by leaving a direct path open, with cage traps to the sides of it to catch the followers.
Code: [Select]
  ##############
  #^^^^^^^^^^^^#
->...........^^.
  #^^^^^^^^^^^^#
  ##############

# - wall
^ - cage trap
. - floor

The goblins enter at the arrow on the left side. The leader paths straight across the center, while the followers randomly wander around and get caught in the traps. The leader eventually hits one of the traps on the far right.

  Keith

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