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Messages - AutomataKittay

Pages: 1 ... 121 122 [123] 124 125 ... 163
1831
DF Suggestions / Re: Mixing fantasy and real stuff for profit
« on: August 29, 2012, 10:07:05 am »
Like above, this sounds more like modding issue than anything to me. And to nitpick on you, nethercap aren't cold enough to freeze mercury, even with infinite surface area, it's just barely warmer than ice, according to raw. IIRC nethercap materials are magma-safe, so might as well make it straight out of the wood itself ( At least I'm pretty sure products inherits the raw material's properties, including perma-temperature ).

Magical material's physical properties are pretty much modding stuffs, the magical effects, on other hand, would be suggestable!

1832
DF Suggestions / Re: Cook - Brew - Mill
« on: August 29, 2012, 09:57:09 am »
I'll +1 this too. Stockpile give option makes this a bit unneeded, but it'll still be very useful tool for mills/querns that's not set up that way!

1833
DF Gameplay Questions / Re: Changeing the ini doesn't make a difference.
« on: August 29, 2012, 09:32:36 am »
Unfortunately you might have to cull if you want a exact population, do it after liasion meets up and get off-map, though :D
Or else....?
Or else, you'll have to deal with more migrants showing up while in middle of it, unless you don't mind that! (I prefer to get everything settled down before doing something big, so yeah :D )

1834
DF Gameplay Questions / Re: Changeing the ini doesn't make a difference.
« on: August 29, 2012, 08:25:28 am »
Unfortunately you might have to cull if you want a exact population, do it after liasion meets up and get off-map, though :D

1835
DF Gameplay Questions / Re: Changeing the ini doesn't make a difference.
« on: August 29, 2012, 08:21:46 am »
Have liasion met your leader yet? I've noticed that popcap don't get respected until liasions meets up then get off-map. If they did managed to get off after meeting your leader above the cap, it's a bug possibly ( I saw a couple of reports of this on bugtracker )

1836
DF Dwarf Mode Discussion / Re: asymetrical cousins
« on: August 29, 2012, 08:19:37 am »
Probably just a glitch in the fortress. I'd just forget it and move on, but you could log it in the bugtracker if you wish.

proper bugreport should have clear "steps to reproduce". For now I only have one fortress.
Moreover Toady have things in his backlog that I would like him to implement rather then fix some random minor bug.

Comunity, on the other hand, have pretty little to do, and if this is just about one dwarf died during worldgen - it should be pretty common.

BTW, Kadol recognizes Tosid as an uncle, but none of his children as cousins.

Surprisingly few of migrants to fortress had their parents/grandparents dying from what I've seen during my history research on a couple worlds (granted, pocket worlds don't have much happening ), I've not bothered to check relationships so it's possible that it's common enough. It does seems like something that almost nobody would notice unless they actually tries to make a hertiage chart of their fort (Lots of work there! ).

I'd not put it past a very minor tracking bug not recognizing the children of someone that died before migration :D

1837
DF Dwarf Mode Discussion / Re: asymetrical cousins
« on: August 29, 2012, 07:23:39 am »
Interesting to note that the one that claims other as cousin's father died before the migration, at least that's what I'm understanding. Otherwise I've no idea.

1838
DF Suggestions / Re: Bow effectiveness is affected by material
« on: August 29, 2012, 07:15:57 am »
Man all you that whines about bluemetal not being flexable, haven't you heard of torsion springs? Ballistas uses them, at least the real historical ones, there're nothing stopping dwarves from using twisted pieces of steel or fiber or sinew to spring hardened bluemetal arms and for the string. It'd be like titanium in gun nowadays, not for the hard-wearing part, like the barrel, but for the frame to make it much lighter.

1839
DF Dwarf Mode Discussion / Re: asymetrical cousins
« on: August 29, 2012, 07:04:24 am »
I'd guess incomplete worldgen/history or one of of the parents died before the other. Might be worth keeping an eye on, just in case it's not a bug and it's something worse :D
Legends viewer confirms their genealogy, thus I assume history is complete.

Can you check that italic bit, or rather the death date of the mother of Kadol, against the birth date of Urdim. It's possible the check for relatives doesn't follow through dead relative connections. I think that is what AutomataKittay is getting at anyway.

Yeah, that is one of my suspicion, that the 'known relatives' check backtrack through those that's still alive/known at birth. I doubt it, but it seems plausible to me. That or the one with cousin relationship had one of the parent turned into a nightspawn. Who knows, it's worth backtracking, it still could be a bug of incomplete tracking.

1840
DF General Discussion / Re: Leather Armor Testing
« on: August 29, 2012, 06:57:14 am »
Yeah, leather armor in fort mode don't really do too much since blunt weapons are relatively rare on invaders, but it's still a useful tool for markdwarves that need low mass or as top layer for civilian-assigned uniform or just general lack of metal. Sharp weapon need metal to counter it, pretty much, if it get past the shield.

Leather armor also don't really cover much, just the torso and maybe upper arms. I believe you can make leather helms too, but I don't think there're other 'hardened' leather armor pieces ( I usually uses bone as much as I can so I've not really looked ).

1841
DF Dwarf Mode Discussion / Re: asymetrical cousins
« on: August 29, 2012, 06:12:44 am »
I'd guess incomplete worldgen/history or one of of the parents died before the other. Might be worth keeping an eye on, just in case it's not a bug and it's something worse :D

1842
DF Gameplay Questions / Re: Help me understand machinery and triggers
« on: August 29, 2012, 05:59:42 am »
Thanks folks - I had enough power - I must have wired everything up wrong. I'm going to have to write long, detailed instructions and tick them off as I step through!

That's generally good idea with anything more complicated than "Oh, just that bridge to this lever" :D

At least I should really try that, or using notes feature to say what's linked up to what

1843
DF Gameplay Questions / Re: Only one Boot
« on: August 29, 2012, 05:55:05 am »
Used to have that issue in 31., haven't checked if they does in 34., I think the issue was there not being enough boots when they get ordered to put it on or having sock in uniform ( they tend to put two socks on one foot and boot can't fit for some reason ). No idea if the latter issue's been fixed, yet, since I'm playing 34.09 and haven't tried to put sock in uniform.

1844
I think there're a mod in the modding forum that 'simplifies' the leather into one, or just a few of differing value, types. Worth a look, I don't remember which or what it was, though.

1845
DF Dwarf Mode Discussion / Re: What should I do with old clothes?
« on: August 29, 2012, 05:20:34 am »
Minecart dumpster next to trading depot, sell the worn stuff away, it's worth the extra bucks since I don't really need much. I'd like to be able to take them apart to recycle them, like metal objects can be, though :D

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