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Messages - Saiko Kila

Pages: 1 ... 103 104 [105] 106 107 ... 119
1561
DF Gameplay Questions / Re: Biodiversity
« on: May 26, 2011, 12:32:28 pm »
That list is really interesting. And it is consistent with my embarks - for instance I have tropical dry broadleaf forest and get elephants, peafowl, elephants, peafowl, elephant, peafowl... Other animals are occasionally present, but disappear quickly, and may appear several years later or never. Though just after embark I get random but associated animals which are not present on the list: in first embark I had hippos, who were slowly migrating away, in reclaim I had crocodiles, and so on.

1562
DF Dwarf Mode Discussion / Re: Your danger room
« on: May 26, 2011, 12:15:05 pm »
Frankly, I think children and pets being impaled by wooden spears is a boon. Make those buggers hardened mentally as well as physically.

I agree with that, and I don't lock doors to danger room (which is 4x1, and soldiers are stationed there for 2 months every year on average, though legendaries are made in about one week). I disable repeating as soon as I get an announcement that one Kitty McSpam  has bled to death or Goosie McPie was impaled on spikes. That allows civilians to remove corpses and bury them (though for some reason they usually throw it on the refuse stockpile outside, or bury Goosie's beak in the coffin an throw away Goosie's corpse). When Urist McJunior suffocates it means the body is carried away by mother, and there's no need to turn DR off. Good soldiers are still happy though. It hardens them. Really, they are "getting used to tragedy".

1563
DF Dwarf Mode Discussion / Re: Cavecroc-a-splosion
« on: May 26, 2011, 12:03:21 pm »
I was under the impression that in the current version growth was gradual, not abrupt.  Are you certain that creatures still change size abruptly when they reach the right age?

Uuuh... no. But while it wouldn't make sense in a realistic way, it would made sense seeing the simplicity of the RAWs for creatures.

I suppose I can test this with butchering cave crocodile hatchlings at different months old and see how much products they yield.

it must be gradual.
your common vanilla dragons are certainly bigger than a cat or a giant tiger, and they are all juvenile. They still pretty much kick elephants around and bite civilians in halves.
I think to build statictics not butchering is the way to go but just recording the weight of the corpse.

I think it is gradual, or maybe it happens in discrete steps, but more often than two times (every year? Month? Dunno, but it is possible to check with cage scales). I have some dragons, who according to Legends are over 1000 years old, and they range from 3700 kg to just over 9000 kg . So they should be bigger, around 25000 kg.

Also animals and children do change their status (to adolescent and then to adult) not exactly 1.5 years after birth or how their RAWs say, but semi-randomly, may be a couple of months later or sooner. It's still on the same day of month though (so it's exactly off by 0, 1, 2, 3 etc. months)

1564
DF Dwarf Mode Discussion / Re: Catapaulting FBs
« on: May 26, 2011, 11:50:30 am »
There is a bug with partially submerged fortifications, when  enemies are squeezed through it by water, I observed that in my drowning chamber. This is not pathing, but this is a way they may get in involuntarily. Fully submerged fortifications are accessible (to swimmers at least) and it is not a bug. Noxious secretions are short ranged, but they can go through.

1565
DF Dwarf Mode Discussion / Re: Skeletons in a Stockpile?
« on: May 26, 2011, 11:42:29 am »
Refuse/Corpses submenu. Dwarves will collect bodies and body parts and let them rot happily. They actually do this as soon as possible, it's high on their priority lists. Corpses and body parts are not automatically forbidden, unlike equipment.

1566
DF Dwarf Mode Discussion / Re: Why is goblin hostility so random?
« on: May 26, 2011, 11:37:32 am »
MY current map doesn't list golbins in the civilisations screen, i guess they all died out....

My current map DOES list humans, and I am on their influence area, yet I get only goblins, dwarves and elves. So even listed civs don't guarantee anything, unfortunately.

1567
Yeah, in my forts in current version all eggs are stored in the same pot (which is probably a bug and may be limited to pots and eggs only) so if eggs happen to be stored in such a quantum pot they are always in one storage.

1568
DF Dwarf Mode Discussion / Re: Flying creatures and cage traps
« on: May 26, 2011, 04:26:14 am »
In the current version Giant Eagles, like most wild animals, will actively avoid your dwarves and animals, and will only fight when cornered.  A chained kitten will actually scare them away.  You need to set up traps in areas where the eagles wander around naturally and then just hope they blunder in on their own.
In my experience they won't fight even if cornered. I had countless Benny Hill-esque chases involving my hunter and a hapless rhinoceros.

Then he wasn't really cornered :) Even peafowl fight when they really have no choice (and can make some random damage) but they prefer to run if possible. But yes, it's hard to chase wild animals, takes much time, involves much of the map area, might be fun (goblin ambushes waiting) though military is usually successful. Sometimes animals run to the edge and vanish, like cowardly goblins, but most often they are killed. Hunters in my opinion are lame.

1569
DF Dwarf Mode Discussion / Re: Cavecroc-a-splosion
« on: May 26, 2011, 04:17:05 am »
I believe so. Similarly, replacing [PET_EXOTIC] with [PET] does work.
It works, but you have to start a new world gen. I started playing after a few months away and only AFTER starting a fortress did I check to see if Dungeonmasters were working yet. They aren't, so I modded all my animals with the Pet_Exotic tag. It didn't work for the fortress I already established so I had to make a new one.
The trick is to mod the raws in your save folder. Not jst the normal raws.
Some don't apply even if you do that. If I recall correctly, entities that already spawned onto the map will have the properties that their raws had when they spawned no matter what.
You recall incorrectly. I have had great successes modding existing creatures by changing the raws in the save folder. .25.

What have you changed? If you want to add Natural Skill for example (in. 25) you need to spawn new creature. Old creatures don't get the new skill.

1570
DF Gameplay Questions / Re: Enemies hanging around open front gate
« on: May 25, 2011, 06:30:55 pm »
Since I'm still having rotten luck getting a competent military going, I always set up a long row of cage traps at the entrance to my forts. Twice now with .25, I've had an unwelcome guest appear at my then-current fort. I've ordered everydwarf into the emergency burrow, and the attackers charge up to my (unlocked and pathable) front entrance and.. just hang around outside. The first was a goblin; the rest of the ambush ran inside and got caught. The second was a minotaur. Is this some new intended behavior? Are they aware the traps are there?

They don't know the exact location of your traps, but they seem to expect them. I don't even have a gate, just a hole in the hillside. They can be tricked to enter, but usually they send only one or two scouts if there is a group. The same with other traps which have some sort of narrow or potentially blocked passage (stairs, doors to tower)  and I mean special constructions, not simple weapon or cage traps. I believe it to be intentional, because it is actually a wise move - you are forced to go outside. They go on rampage and kill your animals located outside though. And sometimes they try to go inside, probably led by a fearless leader. Catching the leader may be the reason the are stopped then.

To catch minotaurs, trolls and similar it is best to create bait-traps, with something destructible inside, and relatively far from your fortress. Like this for example:
Code: [Select]
#######
cc.D.cc
#######
c = cage trap
. = floor
# = wall
D = unlocked door

Such a simple trap is guaranteed to catch minotaurs, cyclops or even dragons, if it is located closer to the edge of the map than any of your more sophisticated traps.

1571
How is that easier than just locking the door? If you have only 1 door into the poultry room you can lock the door whenever you want more birds. Just check to make sure there are no dorfs currently in the room and lock it.

You will get job interruptions if a dwarf is on his way to collect eggs, but you will only get 1 interruption per dorf, and they will stop attempting to collect the eggs until you unlock the door.

They stop attempting, and other try, but only first of them generated any message. My setting is to "announce some jobs cancellations". Other dwarves were just standing on the plate with big "?" and going to do something else, no announcements.

1572
What purpose the the hatch serve, exactly?
When a dwarf steps on the pressure plate, it opens, breaking the path.

Does this result in a flood of job cancellations along with nest-room dancing?
I haven't actually had it long enough for any eggs to be laid in the nest boxen in question, but if it does, that would be the time to d-b-f the whole area.

Alternately, that could be the time to point and laugh.

I had one storing cancellation in the last five minutes, but then I also had two "Urist McRipper, Mechanic cancels Slaughter Animal: Animal inaccessible.". That duck just slipped through his fingers and laid eggs. And he was three tiles away from the bird when I designated it to be slaughtered. Anyway, the cancellations are easy way to know when something lays eggs - I lost many eggs to these sneaky bastards, including some dragon ones.

UPDATE: It seems only the first cancellation generates announcement. Maybe my setting to "announce some job cancellations" is responsible, but none of the four following dwarves trying to pickup the eggs haven't generated anything.

1573
No need to manually go in and forbid a stack of eggs the second they're laid. No worries about the birds you brought on embark dying of old age and taking your entire egg supply with them. No locking and unlocking and re-locking and re-unlocking and re-re-locking and re-re-unlocking and re-re-re-locking and so forth every season or so. And in particular, no need to choose "Do I want eggs or meat?" every season.

Smart. I just did that to my bird room. I happen to keep some cages there, which I sometimes must inspect (they contain mainly hatchlings) while not allowing dwarves to collect eggs. I like their placing and don't want to change it. I set the plate to 20 kg. I think no bird weighs more, while no dwarf weighs less. They are fat, lazy gorgers. I hope sometimes one of them will fall through that hatch, to capybaras room.

1574
DF Dwarf Mode Discussion / Re: Vermin FB
« on: May 25, 2011, 01:22:10 pm »
I was able to butcher some full-size FBs, disappointed because their meat was worth the same as standard meat, less than most exotic animals. And was non toxic.
So that's what play-doh is!

Yes, it seems dwarves frequently suffer the same condition humans (especially human babies and human children) suffer in our world. It is pica (craving for something which is utterly inedible). Since humans  eat play-doh quite often it is very comparable to forgotten beast meat. Dwarves apparently suffer from more serious variant of this condition, they like to make roasts out of it.

1575
DF Dwarf Mode Discussion / Re: Graphics pack
« on: May 25, 2011, 11:23:02 am »
I use Ironhand's because it's the biggest I could find. It's also quite nice, though if I found a tileset with bigger tiles I'd probably switch.

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