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61
Does the 50% learning speed penalty from "Harder Learning" stack with the Savant "Slow Learning" to make them even slower, or does "Harder Learning" just bring normal dorfs down to Savant learning?

I know I could test this quite easily, but I keep forgetting.

62
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 17, 2012, 05:28:42 am »
The only part of dfusion I ever used was simple_embark to change the number of embark dwarves. Any chance of getting a plugin with that functionality?

63
This is how I protect my merchants:

Code: [Select]
...▲...
0═════0
╦+++++╦
║+▼▼▼+║
║+++++║
║+++++║
╩+++++╩
That's a wall at the top and a raised bridge to either side. The single ramp lets me floor over the z-level above to keep out fliers, while the three ramps inside lead into my fort. I floor over the inside to keep trees from appearing inside.

I think I read that sieges only spawn where they can path to a dwarf, so don't make this the only open entrance (obviously it needs to be the only one wide enough for a caravan).

If you like to mod your raws to get multiple trade caravans in a season, make the whole thing much wider, or they might try and spawn on top of each other and crash the game.

64
Try setting "minimum evil squares in large regions" (or something like that) to 0. I think the tooltip mentions this.

65
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 02, 2012, 01:40:22 am »
Not sure if this is relevant, but if you put something like:

[ENVIRONMENT:ALL_STONE:CLUSTER_ONE:10]

into the raw entry for Raw Adamantine, you can get it in the "normal stone" way as well as in the tubes.

66
I agree about more turn off/on for new features. In my opinion this is by far the best thing about this mod, the ability to select what you want and what you don't want. Personally I don't want to overcomplicate the game, yet. I'd like to get accustomed to the current difficulty level and when I feel comfortable, enable the more difficult and advanced/interesting things.

Also, I want to put together a chart/guide for all the plants. Mostly what biomes you can plant it in and whether they are above ground or below ground. I found the file that lists all the information, however, I'm not positive on what certain things mean so if anyone can point out all the basic information so I know where to look for certain things, that would help a lot. As it is now I can only include what biome and season you plant them in, I would like to include other things as well, like if a plant does something specific (used to create dyes, drinks only, thread and drink, etc...) I'd like to include that as well.

If someone has already done something like this let me know so I don't waste time doing it as well. I tried to search the wiki for something that explains the info contained in these files like it explains with the advanced world gen but couldn't find anything:
Spoiler (click to show/hide)
1. What does [dry] mean? You can plant it without having to "water" the ground or something else?
2/3. You can make syrup out of it, and it is edible, and you can use it for cooking meals at the kitchen. Is this correct or am I misunderstanding?
4. No idea what this is, growth rate? And is it important to know or more of behind the scenes things a majority of players wont notice or know about?
5. Anything in this that's useful to the average player?

Thanks in advance.

1: I think [DRY] lets it grow away from rivers/murky ponds and [WET] lets it grow near them, but it could refer to biomes. You can use both if you want. Either way it has no effect on farming.

2. Yes, syrup.

3. This part means the syrup is edible and cookable. This was established for the plant itself up under [STRUCTURAL_PLANT_TEMPLATE].

4. Frequency defines how often this plant appears as a shrub, and cluster size is how many you get when you harvest it as a shrub (affected by herbalism, but I don't know the exact relationship). I'm pretty sure neither of these affect farming, but I could be wrong with cluster size.

5. This gives a plant seeds. Unless you care what colour the seeds are, all that matters is whether or not this line is present. No seeds, no farming, although the plant will still grow as a shrub. Also, you can make the seeds edible and cookable from this section. IIRC rock nuts are edible raw in vanilla.

Further reference:
http://dwarffortresswiki.org/index.php/v0.31:Plant_token

67
When unpacking 7-zip gives me the message:

0 Unexpected end of archive.
1 C:\mods\df\34\Masterwork DF 1.4.rar
2 CRC failed in 'Dwarf Fortress\data\sound\song_game.ogg'. File is broken.

Maybe this has something to do with that crash on embark? I'm going to play without sound anyway.

EDIT: apparently I'm not going to play at all. Must have been a corrupted download.

68
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 17, 2012, 02:48:39 am »
If i could adress you a suggestion DE ?
Can you make a button to enable or disable all hauling functions too ?
I think of it for a long time !

If you right click on any group of skills you can enable/disable all of them at once. At least you could in the previous version, I'm holding off on 0.34.01 while I finish my current game on 31.25

69
My second elf caravan just arrived on my map and immediately and inexplicably died. The horse and donkey they brought are both dead at the end of a trail of blood, with "his upper body is gone" in their description. I can't find the merchants on the map or the stocks screen, and their description (from the units screen) has all their body parts melted and dripping blood. There's nothing in the combat log.

Anyone else encountered this?

Edit: To be fair, I'm not too bothered about this. I didn't have enough prepared food to buy all those awesome animals anyway. Free dragons!

Edit2: Wait, do Plaguebearers do their thing from inside a cage? That might explain why all my looted animals seem to be bleeding.

70
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 11:55:17 am »
The migration waves were always a bit wonky with historical figures. When your monarch arrived DT showed him/her as the only member of wave 1, bumping everyone else up a number. It's just more noticeable now that many historical figures are arriving.

If you're having trouble telling who's new, activate alchemy or fish dissection or something that you don't have happening in your fortress on every dwarf, and the migrants are the ones without that activated.

71
DF Gameplay Questions / Re: Several questions I can't find an answer to
« on: February 13, 2012, 03:56:44 pm »
If you have a river (not a brook) you can dig a tunnel under it with cage traps. Anything that wants to cross will go through and get caught.

If you channel out an outside area and then floor over it, it still counts as outside for growing grass and farming. I think. Or wall an area off and build a floor on top.

72
DF Gameplay Questions / Re: How much harder would it be if I don't dig?
« on: February 13, 2012, 03:43:38 pm »
Hunters for bone bolts and leather armour is what I'd rely on.

73
DF Gameplay Questions / Re: width of trading screen
« on: February 13, 2012, 03:38:35 pm »
I have a piece of duct tape on the side of my screen for this very purpose.

74
DF Gameplay Questions / Re: Chop the trees down!
« on: February 13, 2012, 01:25:27 pm »
Are your woodcutters also hunters? I might be misremembering, but I think I had a problem with that, where my dwarves wouldn't pick up an axe since they thought it was a crossbow they needed.

75
The new DFHack can also designate all trees and plants.

(I couldn't find an option to do all, but you can choose 'all but ...')

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