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Messages - Rafatio

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121
DF Dwarf Mode Discussion / Re: Dwarf Fortress - now too easy?
« on: August 31, 2014, 03:14:03 pm »
I'm getting the impression sieges consider your recently created wealth now rather than overall. That would explain why mine started big and have become stupidly small now that not much is happening wealthwise.

122
DF Gameplay Questions / Re: Military
« on: August 31, 2014, 01:00:59 pm »
If you can consider leather, you might have some bones too, check with your craftsdwarves.

123
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 31, 2014, 04:41:35 am »
Can workflow watch for filled sand bags? And what would the command look like if it can, my guesses led to nothing so far.

workflow amount POWDER_MISC/SAND 105 10

In the future, you can use the gui to add a limit and then "workflow list-commands" to get the command you'd use in a world-start script
Thanks! Never used the gui before, I search for the names in the forum and raws, but this one had me stumped, your system sounds a lot easier.

124
No worries, grizzlies don't eat. Animals that don't graze don't eat at all in DF. The ones that starved were grazers, make a pasture over some grass and assign them to it, otherwise they hang out in your meeting zone until they die.

125
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: August 30, 2014, 03:14:24 pm »
Yay dfhack for 40.10, thanks everyone!

Can workflow watch for filled sand bags? And what would the command look like if it can, my guesses led to nothing so far.

(Is that supposed to be a forward slash in repeat.lua's path? I know nothing of that stuff, it just sticks out in the sea of red)

126
DF Gameplay Questions / Re: Letting dwarf out of cage?
« on: August 30, 2014, 12:41:04 pm »
Build the cage like furniture, then unassign him from it. He got caught because he lost conciousness on a trap for a moment.

127
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 30, 2014, 12:09:34 pm »
Strange things are going on in Ironrenowned. The name refers to our hunger for imported iron, obviously

In spring 140, ten years after starting the settlement, the king arrived. My first king ever, I usually play with much lower popcaps. According to the wiki there should have been guards, but there weren't. Just the king, his wife and the outpost liason whos need for fancy rooms caught me a bit by surprise, but legendary engravers can fix that quickly. 122 grownups, 60 kids (the fortress was started in the "breeding like rabbits" version)

In summer 140, a small goblin siege is quickly dispatched, but they killed a wood hauling peasant. One peasant. The wrong one it seems. The most glorious tantrum spiral I've seen ensues, from 180 happy or ecstatic dwarves to six stable ones, two or three more might make it.

In autumn 140, the dwarven caravan bypasses my site because an angry kid had destroyed the depot weeks ago. Or so the message said, some traders and their animals hang out at the edge of the map, a pile of dropped trade goods too. Time passes, traders there but mostly forgotten, we got coffins to make. "Urist McTrader, Weretortoise, has been found dead" *zoom to trader hangout* Sure enough, there is a werethingy corpse and the other traders have run off at last. And right at this spot "Urist McNeverseenthatname, Macedwarf, has been found dead too"x2...  They either were caravan guards, or the missing royal guard. Why a weretrader waits on my map for the full moon to murder his companions I do not know. Or what/who killed it, nothing alive in this area as far as I know.

Migrants have arrived, meanwhile six healthy, sane, happy military dwarves are cleaning up while they settle in. Barring more weretraders, we'll survive.

128
Enjoying your series a lot. Makes me want to reclaim a worldgen fort myself, once the current one is completely dead. Good luck with the next attempt.

129
DF Gameplay Questions / Re: Lazy Broker
« on: August 29, 2014, 04:23:39 am »
Sounds like he might have no food in his burrow? Not being able to eat outside doesn't mean he works nonstop instead. "Anyone may trade" works very well if your priority is getting the trading done rather than skill training on someone specific.

130
DF Dwarf Mode Discussion / Re: silk farm fail
« on: August 28, 2014, 09:40:09 am »
Alright, my GCS isn't even attacking a dwarf now...

any clue why not?
Use a military dwarf, thats the only one I could reliably get webbed.

131
DF Gameplay Questions / Re: Crossover
« on: August 27, 2014, 09:58:47 am »
Raised drawbridges that are indistiguishable from walls would go well with the mystery levers.

Tribes of animalpeople in the caverns, they might be just that like in DF, or treat them more like a very simple outpost of a more advanced civilisation.

Nobles and their unreasonable demands for glass beds, having everyone scrambling to get today's order done with whispered dreams of dumping the king into magma instead.

Child snatchers and the tendency of the snached kids to become rulers later could provide some twists on the political side, like your group meeting with the neighbor's representative, who is a human, only to learn much later that they're king of the goblins.

For fun stuff you need lots of kittens, and rooms full of worn clothes "Don't touch those, my treasures! Took that loincloth of a goblin warrior before his body even hit the ground, wore it for two years straight afterwards"

Generally that value shift for materials, with gold being that disappointing stuff they keep finding instead of something useful. Gems tossed into bins because who needs these.

Plump helmets for every meal.

132
DF Dwarf Mode Discussion / Re: What's the Ideal Armour Setup?
« on: August 26, 2014, 11:05:15 pm »
Now I need to figure out how to equip chainmail on the head slot, turban-like maybe? :P

My dwarven children send their thanks, they will be allowed to keep the masks, wasn't looking forward to regularly replacing foreign items anyway, soldiers already have chain and helm.

133
DF General Discussion / Re: not sure if this is a bug
« on: August 26, 2014, 10:52:01 pm »
how do i see outside my initial embark area?
Are you looking for the region and world from that 3-pane window where you picked your embark spot? You now live on that 4x4 (or so) you selected on the left there. No expanding, vacations or anything, that river not far away from it is as unreachable as if it were at the other end of the world.

If you really want to see it again you could copy the save and abandon the fortress in one copy, then you can look at those maps while choosing another spot or pretending to.

In case you could move around after hitting "embark" ignore everything I said ;)

134
DF Dwarf Mode Discussion / Re: Preparing for the Full Moon
« on: August 26, 2014, 09:50:04 pm »
If you still have the combat logs, look for successful bites.

Otherwise I would try to seperate the fortress into as many pieces as possible with temporary walls, to keep those safe that don't transform. Isolating everyone who can be isolated, and splitting the rest into smaller groups at least, hoping some areas won't have any werebeasts.

135
DF Gameplay Questions / Re: Forbidden Door
« on: August 26, 2014, 08:46:37 pm »
No misunderstanding, all clear now from my side, thanks and sorry to ragincajun for the misinformed hijack.

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