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Messages - AutomataKittay

Pages: 1 ... 8 9 [10] 11 12 ... 163
136
DF Gameplay Questions / Re: Bizarre Trade Depot Bug
« on: August 15, 2013, 03:47:37 am »
That sounds highly unusual and not something I've encountered across multiple seasons of trade and many fortreses.

I don't know what to say, except that you might've accidentally deselected the trade material or it got bugged up though some unknown mean I've never seen before. I don't know what Accelerated DF have, but I've heard of scripts that help to manage trading materials.

137
Yeah as you've found out, each pond zone only generates one job, you'll need multiple pond zone to fill things up.

1/7 of water or magma will dry out eventually, above that for water only dries out if the area's exposed to light and is very hot biome.

Dunno about actually filling up, I've only used buckets to water dry stones.

138
DF Dwarf Mode Discussion / Re: Do you bother with livestock?
« on: August 14, 2013, 06:38:02 pm »

2) To prevent bush/tree growth on pastures (which can trap/prevent animals from eating) place all pastures on ramps (grow grass but not trees/bushes).

That's pretty good tip, I've never thought of that! Well, it's probably obvious, but still.

139
DF Gameplay Questions / Re: Dwarves not harvesting
« on: August 14, 2013, 06:36:20 pm »
I'm guessing it might be one of the following;

Food stockpile's full
'o'rder is set to not haul food
Everyone's too busy to haul

140
DF Dwarf Mode Discussion / Re: Why Dwarves Migrate to Dangerous Locales
« on: August 14, 2013, 04:45:52 pm »
Meta. I approve.

Why can't we export dwarves (yet)?

I'm pretty sure that tags could be added here and there in the raws to lets you sell some dwarves away. Then again, I might be wrong

I think it'd involve having a pet dwarf caste to even start thinking about it and transformation. At least that's what I've seen in modding forum. Not too familiar with it myself :D

As to why not yet, it's cuz trading and civ migrations aren't fleshed out enough yet. Well, that's my guess.

141
DF Gameplay Questions / Re: working with water
« on: August 14, 2013, 02:07:05 pm »
Falling water generates mists as it falls, it's a bit random, though.

Water doesn't currently erodes or rot things. Ice will break anything that's underwater and pop off well and grates on top of it.

142
DF Dwarf Mode Discussion / Re: Zombie megabeasts
« on: August 14, 2013, 01:30:55 pm »
I get zombie megabeasts in worldgen all the time. I've never run into one outside of Legends mode, but they seem uncommon but not rare. I think megabeasts that spawn in evil biomes in year 1 have a chance to be zombie megabeasts - because most of the zombie megabeasts I've seen were raised in year 1 by unknown forces.

I don't think I've ever seen anything raised by a necromancer in Legends, actually. They seem to just retire to their towers and make a lot of books.

I don't think necromancer currently raises historical figures, at least if they does, it's pretty rare. There seem to be pretty good chance they'll visit a battlefield and resurrect zombies. Elves seem to be particularly popular, I'd guess because they fights so much and in such number. And then they founders towers. Those that visits towers to learn from them don't seem to have same gathering behavior, it's probably necessary to start a tower, though.

At least that's what I've seen from looking through legend modes in last few gens I've done, it's a lot more noticible in longer gens with more wars, if you checks out those that was born early or the time before time.

I could be mistakened, though, it's just an approximation I've found.

143
DF Suggestions / Re: Vermin invaders and invaders' vermin
« on: August 14, 2013, 10:55:30 am »

About sneaking in vermin: it would be cool if enemy civilizations sent assassins to hide poisonous vermin inside containers and equipment belonging to someone important. Like, a stealthy goblin would place a scorpion inside the king's shoe and take off before someone takes notice.

I can imagine the bugreports for this, starving dwarves eating the trap vermin before it even manage to kill someone, or be known :D

I think Kobolds would be the most suitable civ to use vermins, out of all of them, to harass others to steal things more efficiently.

144
DF Suggestions / Re: Hitpoints for bones & organs
« on: August 14, 2013, 10:52:30 am »
Only undeads technically have HP system, and that's because they'd be unkillable otherwise as was accidentally found out early in 31.xx releases.

Current damage system's based on basic physics and layer damage. Sharp things have to slice in and damage each creature layer in specific area, like arms, legs and so on. If something cannot pierce the layers of armor or skin then it's converted into blunt damage, which can fragment things that's too brittle. Which's how hammer and bolts are so good against most organics, making them pass out in pain from bone being broken or chipped.

Death mostly comes in few sources for non-undeads. Head being lost, blood loss from too many or deep cuts, or brain being destroyed by being jammed into. Sponge's one of the creature that demonstrate the weakness of above, they're incredibly difficult to kill, necessiating either air-drowning them or other instant-death methods.

The current system does allows for limbs to be crippled, at least it happens way too often to my miners in a couple fortresses when they falls on themselves and need to be splinted up.

145
DF Dwarf Mode Discussion / Re: What type of DF player you are?
« on: August 14, 2013, 10:23:07 am »

I haven't ever hit FPS death, when does that usually occur for you fellows? I'm currently at year 14 at my fortress and all is good, with 231 dwarves.

My idea of FPS death is pretty much below 10 FPS, which I think is pretty low by most standard. My normal fortress goes around 50 to 100 ( cap ) FPS, which seem to be low for most players I've seen too. I find that as long as dwarves gets to work at reasonable pace or even when I have something to read or look at, I don't mind low FPS too much since the game'll pause when something important and immediate happens. I've stopped bothering to enable FPS display when I started 34.11 and found I've been happier to enjoy my dwarves working without being menaced by the idea of slowness.

I probably would disable idle display, but I don't mind having 90% of my fortress lazing and chatting it up very much :D

Though I usually 'abandon' fortresses by just never coming back to them out of boredom or for new version long before FPS actually becomes intolerable for me. I does have a few files for older version with multiple worlds and fortresses on each of them, since I like to make only one fortress per world, unless I'm experimenting.

I think my current fortress' going on 25 years with 80 dwarves and more animals, haven't breached first cavern yet since I keep trying to move things around or decorating rooms. No goblins in this world, either, so I'm not worried.


I found it interesting to read (in this thread and others) that so many players wait a long time before breaching the caverns. I'm always at the magma sea by year 2. When I hit a cavern, I stubbornly construct stairs to the bottom so that my main staircase won't be crooked.

And yes, I don't quite grasp the caverns thing either. It astounds me when players have been playing multiple forts without having ever breached the first cavern.

I'll admit that it's mostly because jobs needing fuel isn't very important to me, so I don't bother to drill down very quickly. And what little I does need are pretty easy to fill out using charcoal or imported coals. I'm same in that I'm stubborn about building stair straight down, that does slows things down a bit :D

I'd probably drill down more of I bothered to embark in more dangerous areas or where there're no trees, I figure. I at least know I can hit magma sea within a year if I really need to, since I've done it a few times for practice. Aquifier and straight staircase can add up to a couple years for me, though.

146
DF Suggestions / Re: A new noble: The Necromancer!
« on: August 14, 2013, 07:47:29 am »
Personally I think the Goblins should have a thing agents the necromancers, when I visit the Human necromancers tower, it is usually the humans and dwarfs that hang around there studying the necromantic arts. But I always thought of the goblins as distant relative to the elves, similar in size and such. But the giants that the Goblins enslave could have a different morality favoring Necromancy and such. Elves bring death to all the evil Humans and Dwarfs, while the Goblins are more tolerant and save them for services for they love life bringing war to the evil governments of the necromancy of bodies and trees.

Only humans and dwarves can be necromancers in vanilla game, since only being that have limited lifespan, have sites and language can be one. Goblins and elves have indefinite lifespan, kobolds don't have the language or sites to be one. It'd be neat to see some goblin and elves giving it a shot, though, since goblins can be vampire and weres. I don't think elves can be, unless they're member of non-elven civs, I've not seen the Forces do anything.

So way I see it, it's more of a mechanics limit since those that don't die naturally doesn't get the ambition to defeat death. Goblins' civ ethics does seem to hint at permissiveness of necromancers and vampires, at least far more than other civs does, with almost everything being personal matter or acceptable. I think only common thing between all civs are that treason are unthinkable or punished by death.

The rest of major civs' ethics does hints against being interested in necromancers, though, outside of eccentics that would be expelled anyway. Kobold and animalmen civs seem to be too primitive to deal with it, though.

I does notices that elves are very very popular as zombie fodder, though, probably because they comes in such great number :D

147
DF Dwarf Mode Discussion / Re: Zombie megabeasts
« on: August 14, 2013, 06:35:10 am »
Evil reanimating area are usually the 'unknown force', it probably doesn't happens too often because megabeasts don't usually get killed there. It'd say who did it if it was an necromancer, that I've found.

Plenty killable too, though sometimes harder than the original megabeasts but usually easier. Zombie megabeasts are plenty happy to invade too if given the chance :D

148
DF Dwarf Mode Discussion / Re: Wealth thresholds?
« on: August 14, 2013, 04:59:37 am »
http://dwarffortresswiki.org/index.php/DF2012:Entity_token

PROGRESS_TRIGGER helps with figuring it out, it's basically whichever get hit first. Check it with goblin entity, I don't recall which one it uses, except that 80 population's the trigger for their sieges. Ambushes happens regardless of population I thinks, but have similar wealth influence as sieges. Kobolds have to steal at least a few times before they sends ambushes, I don't know how those are influenced.

Wealth production ( exports mostly I think ) does influence how sieges comes, distance's a factor in how long and how frequently it happens. Killing a lot of leaders and civ leader makes them more heistant to come. Though that's just from observation, not truly objective measure.

149
DF Dwarf Mode Discussion / Re: Late caravan
« on: August 14, 2013, 04:49:53 am »
Have 5 or 6 wide path to edge of map, I've not had much issues with overlapping caravans. If there're multiple caravans sitting in trade depot, you can choose which one to trade with. I've not managed to run into issue with one packing up and another setting up, personally.

Everyone arrives pretty late in the season and takes forever to pack up even without trading to them.

I suspect the OP's problem is having only 3 wide pathway, wagons can't get past each other very easily and tend to scuttle if they get stuck too long.

150
DF Gameplay Questions / Re: Cut too much wood...disable hauling?
« on: August 14, 2013, 04:38:20 am »
Too much dwarves spent in hauling?

1. Disable specific kind of hauling on as many dwarves as you need for another job or different hauling activity.
2. Cut stockpile down as much as you can to bare minimum.
3. Assign wheelbarrow to stockpile, up to 3, to limit how many dwarves will haul to them.
4. Set order to disable specific hauling ( this'll disable jobs associated with the matieral, though, and probably stop dwarves from eating if it's food hauling disabled ).
5. Forbid the extra stuff. This option I never uses outside of invasion or megabeast/FB attacks because it makes me think I've ran out while I still have plenty of stock waiting.


And for someone that said large stockpile ruins efficiency, it depends on the stockpile and where it is. I tend to have huge stone stockpile near my mason and mechanics feeding the multiple wheelbarrowed stockpile around it since stone's so difficult to haul in general. Huge food stockpile's pretty necessary to preserve food since they'll rot. I rarely bothers with stockpile for bones and skulls, though, and have craftshops near butchers to pull right out of the shop.

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