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Messages - Valdrax

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76
DF Dwarf Mode Discussion / Re: Dead hands, needs work.
« on: September 18, 2011, 08:14:39 am »
Okay, any suggestions that don't involve deliberately setting myself up for a future tantrum spiral?

77
DF Dwarf Mode Discussion / Dead hands, needs work.
« on: September 17, 2011, 01:03:57 am »
My fortress is currently humming along.  It's rare that I have an idle dwarf.  Except for one guy -- Kol Asmelkogan, Herbalist and former Speardwarf.  Unfortunately, in the last siege he took wounds to both arms which, possibly combined with overloaded and apathetic healthcare, left him with motor nerve damage in both arms. 

Now, with both arms disabled, he pretty much hangs around doing nothing except drinking and eating.  The Wiki says that dwarves with no arms can't haul items but can still work in workshops and gather plants.  Unfortunately, he seems uninterested or unable to Gather Plants or to work as a Thresher in a Farmer's Workshop.

So, what jobs can a dwarf with no working arms or hands do?
...And yes, I'm open to horrible experimentation if there's nothing better to do.  He's got a few kills, so I won't just atom-smash him, but beyond that...

78
DF Dwarf Mode Discussion / Re: Adding neighbours to existing fortress
« on: September 16, 2011, 10:32:07 pm »
Other people have asked the island question.  (I've never seen a secluded mountain valley, though.)  If you didn't do that and you're still stumped, you can check the civilizations that can reach a site from the embark screen.  Do the following:

1)  Save your game and then make a copy of the save's region# folder in the data/save directory.
2)  Continue your game from that save and then abandon the fortress.
3)  Start a new game in the same area, but before embarking, hit tab to change mode and see your neighbors.  If you don't have any, keep it on that view and scroll around the map to see if you see neighbors at other sites.
4)  If you don't, exit and check out legends mode to see what happened to the other civs.

79
DF Suggestions / Re: Direction build.
« on: September 16, 2011, 07:58:42 pm »
A simple solution to this problem was proposed in one of the big pathfinding threads.  The basic idea was to try and path to the tile the construction is being built on and then actually move to the square right before it in the path.  That way dwarves would always build constructions from the nearest side, making them much less likely to wall themselves in without the need for player intervention.
A much simpler solution.  And it would also finally stop that irritating situation where a miner trying to dig a shortcut between two tunnels decides to stop digging from one side and walk all the way around to the other side before taking down the last tile.

80
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 16, 2011, 07:54:09 pm »
A Vile Force of Darkness just had a date with my two beekeepers.
Face palm?  Or cause for celebration?

81
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 16, 2011, 01:23:09 pm »
In general, will tame exotic pets (bought from Elves) breed without a dungeon master, or do I need to edit the raws?

82
DF Suggestions / Re: Leather Whips
« on: September 16, 2011, 05:05:56 am »
[There's a part in Candide where Candide gets captured by British military and is given the choice between execution, and a number of lashes that was so great as to be absurd... so I can see that being historically true, and pretty preposterous in its own time.
Note that people often lived through hundreds of lashes -- after some serious recovery time.
Also, it was pretty common to clean the wounds with saltwater in the navy.  Ouch.

83
DF Suggestions / Re: Pumice
« on: September 16, 2011, 05:03:43 am »
FYI, pumice occurs in plenty of places other than volcanic islands.  Mt. St. Helens and Mt. Vesuvius both have a good amount of pumice around them from their eruptions. 

84
DF Suggestions / Re: Direction build.
« on: September 16, 2011, 04:57:42 am »
In general, I think miners, masons, etc. should do a simple pathfinding check to see if they could get to food & water after they finished a job before doing it and then try the surrounding squares if not.

85
DF Suggestions / Re: Leather Whips
« on: September 16, 2011, 04:51:44 am »
...dude, I like the idea, but seriously, research your shit. Being lashed was lethal as all fuck-off, man. Still is. Lash somebody too much? Too bad, now they're dead. Lashers who were ordered to give somebody twenty strokes with the whip would count to a number just a few below the actually ordered amount of lashings, just on the off-chance they miscounted and needed some leeway to make sure they didn't kill the victim.
It depends on the whip.  There's a huge difference between a leather bullwhip or a bone or metal tipped scourge and a cloth cat-o'-nine-tails or knittles.  The latter could be used far more times without killing or crippling a man and were the preferred instrument in naval punishment.

I cannot imagine a human being that could survive 100 lashes.
Believe it or not, the British army used to allow over a thousand lashes in dire cases, and multiple hundreds of lashes weren't uncommon at some points in history.

86
DF Dwarf Mode Discussion / Re: Funny/Awesome/retarded gods
« on: September 16, 2011, 01:53:17 am »
* Inod Soldwheels, the Blanket of Prices.  Male dwarf.  Trade, wealth, and fortresses.  (Few worshipers, sadly.)
* Tobul Famecontrolled, the Meteors of Duty.  Male dragonfly.  The wind.
* Mondûl.  Female dwarf.  Fame, rumors, birth, rebirth, death, disease and blight.  Basically a goddess of reincarnation, plagues, and legends.  Most popular goddess in my fort.
* Sined Routedbranch, the Mush of Crazes.  Male dwarf.  Night, nightmares, family, children, pregnancy, creation, crafts and labor.  Basically the god of night creatures & craftsmanship.

87
DF Gameplay Questions / Re: Pleasant surprises
« on: September 16, 2011, 12:31:54 am »
wakka wakka, just lookin for stories :P
Nothing big, but I found on embarking on an ocean map, looking for sand after giving up on beach + volcanoes that I had two layers of sand, a layer of fire clay, and a magma tube only 16 z-level deep.

Oh, and my elves traded me a giant mountain eagle, earning them classification as "good life" at least until I get a breeding pair.

88
DF Gameplay Questions / Re: Advanced world gen issues.
« on: September 15, 2011, 11:49:47 pm »
Dwarves require non-aligned, mountainous biomes.  IIRC, the error dialog should mention that fact.

Mountainous biomes are any biome between 300-400 elevation.  You've chopped off the high end of that, so you'll see less mountains total, but you should have some, and one is enough.  However...
Quote
[DIM:65:65]
...
[GOOD_SQ_COUNTS:500:1000:5000]
[EVIL_SQ_COUNTS:500:1000:5000]

It looks like you're not leaving enough neutral areas to create a neutral mountain for a dwarven civilization.  These values are impossibly high for a small (65x65) region, which only contains 4225 squares.  You shouldn't even be able to go over 4225 w/o directly editing world_gen.txt.  Dwarven civs can't start in a good or evil mountain range, even though you can colonize anywhere else later.  Dial all this back by at least an order of magnitude.  Even 650 good & 650 evil squares are going to leave you with a lot of rejections before you hit a valid world.

You've also turned up your volcano requirement very high for a small region, which may be creating additional rejections that you aren't seeing complaints for due to the larger good/evil issue.  Try resetting it to normal until you get at least one working map and then slowly try cranking it back up a bit.  (Side note:  Sedimentary rock will be rare/nonexistent with your current minimum of 60 volcanism.  Make sure to buy as much gypsum powder as you can from dwarf traders and avoid becoming the mountainhome if you plan to play the fort for the long haul.)

89
Picking a doctor is the hardest part of labor management.  You want an altruistic dwarf with "enjoys helping others" in their personal thoughts and preferences.  Bonus points if they are spontaneous as well.  Altruistic dwarves are MUCH more likely to provide medical care, and spontaneous dwarves don't wait very long before taking a new job.  I always assign doctor labor according to altruism, not skill.  Legendary wound dresser migrant and a peasant who likes helping others?  That legendary doctor won't do any good if he's never going to actually do his job.
This is incredibly valuable advice and probably should go somewhere on the Wiki.  I've had put doctors into burrows containing nothing but the hospital and various hospital-critical stockpiles (cloth, food, crutches/splints, buckets) and watched them sit around with "No Job" while a dozen dwarves lay bleeding and starving around them.  It seems to take my Chief Medical Dwarf about 10-15 seconds to pick up a new labor while standing around in a room of sick and dying.

But leave him with access to a sock that needs storage, and he's Johnny on the spot!

Medical labors seem to have the lowest priority of any task.  I've seen a doctor clean a tile before bothering with a patient, and I've seen haulers grab all of the goblinite in the trap hall before deigning to carry a dwarf to the hospital.  If they bother grabbing them at all before the injured limps off to a private bedroom to die of starvation and thirst.

Underground wells.  Get one, or don't have a hospital.

Best to put one in or right next to the hospital, in fact.  With a small bucket stockpile next to it.

90
DF Dwarf Mode Discussion / Re: Pet Ghosts
« on: September 15, 2011, 11:13:31 pm »
Super late response but interestingly enough with all the dismemberment I have never had a dwarf bleedout from limb removal. The wound doesn't actually seem to bleed when it's a direct amputation. Throat slicing on the other hand behaves exactly as you would expect it to, leaving a huge trail of blood that will eventually lead to a very dead dwarf.

I have.  I reclaimed a fort with a Ghostly Axedwarf who had a fondness for left legs, taking 3 before my dwarves were able to spare some time from the critical task of gathering socks to build and place enough coffins.  One dwarf died from blood loss, and the other two got all the way to pale but died from hospital neglect.

Side note on the danger room idea:  Has anyone ever seen a violent ghost actually make an attack?  I'm pretty sure that damage just happens with no attack roll or defense chance since I've never been able to find the attack in the battle reports.

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