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Messages - dmurray

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61
DF Gameplay Questions / Re: Dwarves using deconstructed dump
« on: April 04, 2011, 05:52:17 pm »
Deleted and made a new one, i had the entire dump removed.

Are you sure they aren't removing the rocks from the old dump and putting it in the new one? That might have something to do with it.

IF not, just disable the dumping labour (or whatever it is called) on all dwarves, remove the dump and try it again, then enable the labours.

62
DF Gameplay Questions / Re: Dwarves using deconstructed dump
« on: April 04, 2011, 04:21:21 pm »
Replace or deleted and made a new one? If the old one is still active that might be the problem.

63
DF Gameplay Questions / Re: Dwarf Fortress...What?
« on: April 04, 2011, 12:02:00 pm »
Try this: http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/

Download that and it'll get you started on the basics. Secondly, while it is an old version, it still does apply a lot to the new version.
I used that about 10 days ago and 10 days later I have a nice fortress up and running. Yes, it may suck and not be filled with riches and I don't have any soldiers and I will die soon but the point is, it helps you get the basics together.

After that I think you should try: http://www.bay12forums.com/smf/index.php?topic=59026.0

Then when you open the second link and have it up and running, make sure Aquifiers and Invaders are set to "no". While it's making the game a lot less fun, it's going to be a lot easier for you in the long run. I never let off invaders but I feel that most peoiple shoudl for the first few times. So they can get used to base management first.

Oh and for lots of fun, start up DF from the LNP and use the programme (under utility) called dfliquids to create some precious magma where your dwarves are and you'll see why we find magma to be heaps of fun.  :D

64
Ooh, that's a bit much, doncha think?

I mean the elves piss me off, too... but for the love of Armok, this shit really IS "Unthinkable".

We've done it with humans, I feel now, we need to explore it with dwarves, for science!

65
DF Modding / Re: What exactly does the [SPEED:0] parameter affect?
« on: April 03, 2011, 07:24:59 pm »
I decided to give my miners legendary+5 minning. It was nice, I guess. I liked how they were so fast to do things with the speed set low. But would it really ruin the combat?

66
DF Modding / Re: What exactly does the [SPEED:0] parameter affect?
« on: April 03, 2011, 06:03:13 pm »
Feck. I liked the speedy minning. I don't like that they'll get advantages in combat.
Is there a way to mod the minning so it'll be faster or would it mean minning every type of rock/ore to take less time to dig through?

67
DF Modding / What exactly does the [SPEED:0] parameter affect?
« on: April 03, 2011, 05:44:00 pm »
The wiki article didn't give much detail. What I want to know is will it have an effect on combat in any way. Also, will it technically make me learn skills faster (since my dwarves will work faster).

68
If you ever get something like this working, may I suggest a name:

"Mengele Mod"

 :P

Bit much isn't it! I prefer "The Exploration Of A Dwarven Body While Slowly Removing Organs and Limbs".

69
DF Dwarf Mode Discussion / Re: Any tips for a Noob?
« on: April 03, 2011, 10:22:44 am »
As a newcomer myself, I'll throw in what seems to work for me (untill I decide to kill all my dwarves and do things a little differently  :D).

Farming can only be done on certain types of ground but what I started doing was building the farms on the grass, surrounding it with walls and then build stairs down to my fortress. This way, you have your farming with a bit of protection (the walls).

 I usually have a further second entrance for trade carts and the likes, this either digs into a ground level mountain for about 3x20 spaces (3 wide, 20 long), then turns and does the same and at the end I have stairs going down or, I just dig three downstairs and then dig as stated above I then usually build up/down stairs for about 3 z levels, and then make out my fort proper. I usually start with another 3 width corridors in various directions (depending on my mood) to get the basic pathing done.

I'd like to point out that I usually have the fortress start far from the farming area but the paths go somewhat near the farm but underground (this is so when I have my foodstock pile built, it can be built near the farm but 3 z levels underneath with the rest of my rooms).

After that, I make some rooms from the corridor, depending on how much stone/wood is there. If I have a lot of wood, I make a larger room, plant a carpetener's workshop, then surround it with a stockpile for wood.
After that, I do the same with a manson's shop and a stone stockpile.
After that, I dig out another two rooms and put them somewhat larger (say... 10x15) and have one for finished goods stockpiling and the second, I use a custom stockpile for everything apart from "wood, stone, finished goods, furniture and food".
Then the dinning room and meeting hall. As stated above, I will have a food stockpile somewhat near where the farm is but 3 z levels lower in my fortress; this allows me to have my food underground, by a dinning hall and with easy access for my brewer but also, it's safer than having a wide open farm.

Now, once I have mined the room for the food, I plant a brewing workshop in there, then surround it with a food stockpile.

The bedrooms are mined out next, in the same 3-tile-wide fashion and about 15 tiles long.
I have them mined out like so:

wwBB
wwBB
wwwB
mmxxxxxxx
mmxxxxxxx
mmxxxxxxx
wwwB
wwBB
wwBB

Basically, the w = wall/rock (unmined), B = mined spaced used for a bedroom, m = the main path and x = the path I dug out to connect the bedrooms.

Hopefull you'll understand it.
If not, I basically have a 3 tile wide long corridor, with side rooms for bedrooms.

You can add various workshops too but next I would focus on the goods side since the buildings are up and running.

Firstly, I make a table and chair, then 3 beds. Then, 3 more tables and 4 chairs and 4 beds, 6 barrels and a bunch of doors (usually 10 at least).
I make these all in the capertener's workshop but if there is little wood, a manson's workshop will be fine.

With the first table and chair, I move them to my dinning room and make that my meeting hall and dinning room.
I then destroy the wagon.
Since I'm making furniture, I usually dig out a room with a stockpile for furniture.
Once I have the first three beds in the bedrooms, I make the dinning room have both the 3 tables and 3 chairs so there are four of each. I dig a little 3 x 3 room for the expadition leader and put his chair in there.

Then after the doors are built, I begining placing them on the dinning hall, bedrooms and office for the leader. This allows me to full maximize the activity area/dinning room (since once there are doors on the exits, you cna increase the area to fill the whole room without going outside the room).

After that, having the barrels, I make booze. Then it's a case of getting a total of seven beds, assigning one to each dwarf, make some chests and do the same (place the chests in the bedroom).

That's my general starting build and works fine for me. Oh, add a mechanic's workshop, build mechanisims, make cage traps. I suppose after that you can start exploritory minning (minning for minerals and rocks and the magma sea which is very deep down).
After that... have fun if you get invaded and try not to kill your dwarves unless it's on purpose.  :D

70
DF Modding / Re: Can you embark with dragons?
« on: April 03, 2011, 07:42:48 am »
Okay, cool. I got the bears to work by using the "[COMMON_DOMESTIC]" tag.
Thanks for the help.

Question about immigrants and potential invaders. Will this mean I can't get rid of the dragons or bears the immingrants arrive with or am i just able to have them be killed by letting them fall down a lot of flights?

And will invaders show up with them in their armies?

71
Aw, that sucks. If anyone else knows of anything, can you let me know?

Also, thanks for the replies.

72
Nope, not supported right now. Toady has expressed an interest in ingestible syndromes, so it'll probably be in at some point.

So there's no way to harm a certain body part in fortres mode?

73
DF Modding / Re: Can you embark with dragons?
« on: April 02, 2011, 09:47:04 pm »
Grizzly is:[spoiler[CREATURE:BEAR_GRIZZLY]
   [DESCRIPTION:A huge brown creature found in temperate woodland.  It is known for its ferocious attack, usually when it or its young are threatened.]
   [NAME:grizzly bear:grizzly bears:grizzly bear]
   [CASTE_NAME:grizzly bear:grizzly bears:grizzly bear]
   [CHILD:1][GENERAL_CHILD_NAME:grizzly bear cub:grizzly bear cubs]
   [CREATURE_TILE:'B'][COLOR:6:0:0]
   [NATURAL]
   [PETVALUE:500]
   [PET]
   [TRAINABLE]
   ![MOUNT]!
   [LARGE_ROAMING][FREQUENCY:2]
   [POPULATION_NUMBER:2:3]
   [CLUSTER_NUMBER:1:1]
   [BIOME:FOREST_TAIGA]
   [BIOME:ANY_TEMPERATE_FOREST]
   [CURIOUSBEAST_EATER]
   [CURIOUSBEAST_GUZZLER]
   [GRASSTRAMPLE:0]
   [LARGE_PREDATOR]
   [NO_WINTER][MEANDERER]
   [PREFSTRING:strength]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:5TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
   [BODYGLOSS:PAW]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [SELECT_TISSUE:HAIR]
         [INSULATION:200]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:20000]
   [BODY_SIZE:1:0:100000]
   [BODY_SIZE:2:0:200000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:20:30]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
   [DIURNAL]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]
            [TLCM_NOUN:eyes:PLURAL]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:3]
][/spoiler]

Black bear is
Spoiler (click to show/hide)
////////////

BTW, I change the settinsg in the LNP to exotic animals are off, if it makes a difference?

74
DF Modding / Re: Can you embark with dragons?
« on: April 02, 2011, 09:36:53 pm »
Did you change the PET_EXOTIC tags back to PET?

I'm a bit confused here. In the LNP, you have the standard GUI and it gives an option to change "Exoctic Animals" to "no", so I can tame them. Now, after copying your text, I can embark with animals without a problem. I can also embark with crocodiles, bats and the likes but no lions, tigers or eagles or even bears. Before I was able to but I don't know what changed now since I never did modding on that set of files (beyond my attempt at moving the file for a dragon). So techincally speaking, I should get the same things.

75
DF Modding / Re: Can you embark with dragons?
« on: April 02, 2011, 09:27:02 pm »
Hey, I just edited the old post. Firstly, I did do exactly as you said. Except I removed the dragon entry from "creature_standard" and moved it to "creature_domestic". It never worked. So I deleted the folders and copied the LNP files again to the desktop and replaced the entry in "creature_standard" and it worked fine but... all my other creatures are gone like bears, eagles, and so on. I like that I can embark with dragons but I liked starting with a mini-zoo.

Again, thank you for your help but I'm very confused as to how to enable bears, tigers, lions and so on for my embarking (points won't matter, I can freeze those). I used the same thing as before by selecting "no" to exotic animals in the LNP menu. But even though I was in the same biomes as before, I can't see my bears. I can see bats are selectable but not bears or tigers.

But thank you for finally letting me tame dragons to start with. :D

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