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Messages - Saiko Kila

Pages: 1 ... 41 42 [43] 44 45 ... 119
631
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: March 27, 2018, 04:19:40 am »
Still my favourite GFX pack.

632
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 13, 2018, 11:11:56 am »
Five babies so far. All of them are girls. Is there something in the booze?

Probably too much stress in the life of parents.

633
DF Dwarf Mode Discussion / Re: At war with my home civ?
« on: February 13, 2018, 05:07:46 am »
Usually "suffocation".  Alcohol poisoning typically causes lack of breathing/aspiration on vomit, which causes death by suffocation.

So this is how they do whitewash it in the tabloids... and obituaries.

634
DF Dwarf Mode Discussion / Re: At war with my home civ?
« on: February 13, 2018, 04:26:53 am »
Actually, that's an interesting parallel.  I had my civ's Queen Consort die of either old-age or alcohol poisoning about a year before the caravans stopped showing up. All her stuff was forbidden, including a book.  I, of course, claimed it all and made her a lovely slab in my tavern where she croaked.

Does the slab list the cause of death? They sometimes do. I'm curious what is the message if someone dies of alcohol poisoning.

635
I would probably try to test it differently - no dfhack, but I will roll till the attackers come from a relatively small site (a thousand or two goblins would be ok). This "rolling" will still take some time most surely, because I can't just start a new fortress without some careful management.

636
So the attackers switched their point of origin to the new site, once the last one was abandoned, or earlier? Because there must be a safety mechanism to provide challenge, and probably that's it. They switched because the original site was abandoned/conquered, I guess.

I for long time had the idea that the switch is possible (in case the original site is destroyed). I even intended to do so by using an adventurer mass murderer. Unfortunately, even with cheats, it's a pain because of FPS issues - when clearing a site containing thousands of goblins, trolls and beakdogs, not to mention their stuff.

637
DF Dwarf Mode Discussion / Re: My dwarves are fighting a strand of hair.
« on: January 22, 2018, 11:13:01 am »
Do these hairy golems have even any body parts? To me they always look like a single-part entity. I don't know how they are killed, apart from "pulping". Normally separating a head from upper body, or destroying upper body, would kill anything, but these hair don't have such things, I think.

638
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 27, 2017, 04:36:30 pm »
Root crops across the board seem hard. It's tempting to add yam beer, potato vodka, and onion wine (a real thing, btw, a nice sweet dessert wine, in fact. The onion sharpness evaporates before the yeast even gets going.)

I always rename "potato wine" to "vodka" in RAWs. Real potato wine doesn't exist, and there is apparently no distinction in DF between making distilled liquor and simply fermented beverages.

639
DF Dwarf Mode Discussion / Re: Animal people attraction
« on: December 12, 2017, 11:20:55 am »
Animal people can be also "inherited" by conquering civilisations, for example if humans conquer a forest retreat, the site will have the animal people related to elves, but they will be a part of human civ. It seems the elves have more animal men in general, but I have a human town (originally human) which has 253 grizzly bear men. And only humans have lion men in my current world, for example.

Additionally, after retiring an adventurer a couple of times (each retire advances time by 2 weeks), I've noticed that mostly animal men procreate during that window, with other species doing it only sporadically. I don't know if this is also true during normal fortress play, or only after retiring.

640
DF Dwarf Mode Discussion / Re: How long does it take for doors to melt?
« on: December 11, 2017, 06:07:39 am »
Find yourself a troll, and let him destroy they door for you (after being released from a cage). I'm not sure if trolls still need to be one tile away to damage door properly. There are troll-less method to tap into magma, but without doors. Doors are best paired with trolls, it's just a law of nature.

641
DF Dwarf Mode Discussion / Re: Animals breed regularly again?
« on: December 11, 2017, 05:15:52 am »
But if it's 5%, then 2 of each means less than 1% chance they are not going to breed, as opposed to 6.25%, which is pretty significant, right? I wish DT could tell me if that was the case.

Not only less than 1% but even closer to 0.5%.
Chance to have non-breeders (i.e. you don't get at least one male and one female breeder):
1 pair = ~1/10 (9.75%)
2 pairs = ~1/200 (~0.5%)
3 pairs = ~1/4000 (~0.025%)
and so on. That's assuming the chance to be a non-breeder is 5% for each animal, and that there's no funny distribution in RNG results.

642
DF Dwarf Mode Discussion / Re: Anyone seen a platypus?
« on: December 07, 2017, 06:30:13 pm »
I've met a platypus, in adventurer mode. At the start of adventure it was missing from a bestiary, but after I've met him it is there (but only a male).

After I retired adventurer for a test, and exported data in Legends, the world_sites_and_pops.txt still lacks platypuses, though. So there is a kind of bug here.

643
DF Dwarf Mode Discussion / Re: guest at embark?
« on: December 07, 2017, 04:12:45 pm »
Even if he's a spy it's no immediate danger to you. And don't go around murdering elves for no reason, that's a shitty meme with no basing in the game.

He certainly is a dwarf in an elf's body, who longs to join the ranks of other dwarves. Such things happen. There is a race correction surgery which can help him. It starts with height adjustment. It's not a murder.

644
DF Dwarf Mode Discussion / Re: Surface City Woes
« on: December 07, 2017, 02:59:41 am »
Is there some sort of alternate flooring you can construct and build upon, particularly for the surface? One wonders how you could make buildings more than one story tall if the Floor construction is considered as taking up the space.

One doesn't construct floors. Floors are not needed to build on, you can build walls over empty space, as long as there is either a construction or a natural wall/floor orthogonally located.

Build floors last, after everything else in vicinity is completed. If you need them only to access some place, build them as a temporary solution (for example from different material, like wood or clay, so they differ visually) and then deconstruct after no longer needed. Build final version only if you know there will be nothing on them (like passages or corridors).

Bridges can be used as a scaffolding to access some place without a need to build temporary floors (bridges can be built faster usually, and they take less materials, but an architect is needed). Just be careful not to attach a construction to the bridge only, it must be attached to some other construction or a natural wall/floor/stairs or it collapses.

645
DF Dwarf Mode Discussion / Re: Open Pit Mine
« on: December 06, 2017, 03:21:40 pm »
I haven't seen a good method to clear the stones quickly.

What I've found to be an effected way of clearing the stones out quickly is to undesignate your miner dwarves on hauling. That is, hauling anything. All they're allowed to do is dig, eat, sleep, and socialize. This keeps them mining out the layers while designated hauler dwarves (Peasants who have no other jobs other then hauling.) move the stones into stock piles.

Though I don't start designating Hauler Dwarves until my fort has >100 dwarves in it, as anything before that is a waste of 'resources.'

Well, it always pains me to enable only hauling of dwarves. I feel that all of them are created for higher purposes :) So about five jobs per dwarf is minimum in my case.

That said, I do have multiple dwarves hauling at the same time, because I usually make around 10-15 quantum storage stockpiles (with minecarts), which means that the probability a dwarf takes up the role is high. It's just not enough because stones are heavy. Yes, I do have wheelbarrows, but some dwarves prefer not to use them. It's still not as bad a when they carry a minecart with magma from deep below...

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