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Messages - pincushion

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DF Dwarf Mode Discussion / Re: maxing savagery in world creation
« on: May 18, 2015, 09:30:19 am »
You can also tweak the range values so that you have 90% of the world is between 80-100 savagery and 10% of the world is between 0-20.


im trying to find out how to do that. so far i haventh been able to min max the savagery square numbers.

Can't you use advanqed and max top and middle values for savegery, giving a bimodal distribution?


thats what im trying to do. the values are the problem here

Are you ignoring the savagery mesh settings? Try something like 0-20 = 1, 21-40 = 4, 41-60 = 16, 61-80= 64, 81-100 = 256.
It works for me when I want to make a savage world. You get just enough wilderness surroundings for the humans and dwarves to get a foothold.

2
DF Dwarf Mode Discussion / Re: DF2014: Less stone/ore left behind?
« on: May 07, 2015, 07:43:02 pm »
You still only get 1 porcelain brick per kaolinite boulder.

3
DF Dwarf Mode Discussion / Re: The Great Badger Conga-line!
« on: March 25, 2011, 05:41:27 pm »
Honey badger just takes what it wants. http://www.youtube.com/watch?v=4r7wHMg5Yjg

4
DF Gameplay Questions / Re: Equipping woes...
« on: March 21, 2011, 12:42:20 pm »
Maybe because most dwarves do not begin life with experience in any weapon skill, they don't have a preference. This might cause them to prefer some hidden default, which might be wrestling. Just a guess.
I would go in and either put a weapon type in the uniform, or assign each dwarf a weapon type manually.

5
DF Gameplay Questions / Re: Choosing A Site, Preparing A Party
« on: March 20, 2011, 07:36:13 pm »
Also, I looked a bit at the DF wiki about this, but I'd like additional input: What/who should I bring along as my starting party? Is it a really big deal to match strengths/attributes with labors, or is such a thing not worth pursuing until I'm considerably more experienced?

I used to match strengths and attributes to jobs, but then I stopped. For what I was hoping to gain, the probability of actually gaining anything was too small to justify the extra time it takes.

As for my starting profile, I like to bring along all the dwarves I need for a thriving clothing industry. Clothier, Weaver, Miner/Dyer, Thresher/Carpenter, Trader/Miller, Farmer/Brewer, and a Miner/Armorer because it's just good. I think there are a lot of benefits to going for clothing:
No stone required, making it good for aquifer embarks
Ready to set up a hospital at a moment's notice
Produce valuable goods for trading
Spider silk thread only costs 6. You can take a lot at embark, especially if you drop mining, milling, threshing, and carpentry skills.

6
I love it when a carpenter or random wood hauler is running around on a frozen pond in spring.
He's just out being as dwarfy as possible given that he's above ground. He's doing his job, probably whistling some popular dwarf song, when suddenly the lake melts and he drowns.
Priceless. It gets me every time.

7
DF General Discussion / Re: Sx
« on: March 19, 2011, 12:07:03 pm »
I would like to see some option for repairing severed nerves, personally, even if it's a cheat option.  I think it would be cool if they could be stitched together with adamantine thread.

A surgery mood that requires adamantine, and replaces one nerve damaged part with an adamantine limb. Would be rare for it to happen, rarer still that you'd have adamantine ready, but awesome to have the dwarf back on the front line with an artifact limb.

8
DF Gameplay Questions / Re: Are danger rooms actually dangerous now?
« on: March 19, 2011, 11:18:04 am »
I don't see any shield blocking either. I believe you'll want them to have a shield and weapon at minimum for the danger room to be effective anyway.

9
Isn't this also the event that needs to happen for a weapon to become a legendary named weapon?
Does a weapon getting named improve its usefulness?

10
DF Gameplay Questions / How do I make kaolinite an economic stone?
« on: March 15, 2011, 10:12:21 pm »
Basically, I want to make it so only my potter can use this precious resource. The problem is my mason keeps going for it.
Is there a way to forbid kaolinite for masonry, yet allow my potter to access it?
In the meantime I've set up a custom stockpile near my mason to accept stones which aren't kaolinite, but I'd love to have a 'make porcelain' option in the stone restriction menu.

11
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: March 09, 2011, 03:58:55 am »
Found an interesting site with .21. A completely flat field with a volcano in the middle of it with a stream (not a brook!) cutting past it. There is obsidian with iron ore in it EVERYWHERE. The entire cave layer is made out of it, as is the volcano ring on the surface.

I just generated this world no problem. 20 rejections.
The only thing is to make sure you set your civilization to the Basement Wings.
The other two choices don't have any dimple cups or cave wheat.

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