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Messages - AutomataKittay

Pages: 1 ... 17 18 [19] 20 21 ... 163
271
DF Dwarf Mode Discussion / Re: How to change dwarves' equipment?
« on: August 07, 2013, 01:54:29 pm »
Btw, how do you craft bone armor pieces anyway?

Bone gauntlets, greavers, leggings and helms are the ones that can be crafted. They're all made at craftsdwarf shop and with bone carving job.

I think only other thing that can be made from bone for military purpose is bone crossbow and bolts, former need bowery job and shop, and latter's at craftsdwarf shop.

272
DF Dwarf Mode Discussion / Re: How to change dwarves' equipment?
« on: August 07, 2013, 01:19:00 pm »
one last thing: is there a workaround for miners/WC/hunters so far? i got them to equip the armor by disabling the respective labor but they will drop all of it again as soon as I send them out mining/cutting/hunting. i know that you can give them two weapons, one for work and one for duty. anything else to make it work?

Sadly, no, I have to turn labor on and off. I ended up just turning the hunters into military marksmen and turn the miners and woodcutter's labor on and off as needed. Fortunately I don't need or uses too many, so I can lob the miners and woodchoppers into a group and name them the Gatherer, along with some herbalists.

273
DF Gameplay Questions / Re: What does war training actually do?
« on: August 07, 2013, 01:15:00 pm »
The consensus seems that it merely makes them more aggressive. I assumed this was it, as you can't give them war training in the Arena, but they don't run away anyway.

Arena mode's pretty much hard-coded aggression between independents or different groups. It makes testing interactions a bit annoying among modders from what I've seen :D

274
DF General Discussion / Re: Warmongering for dummies
« on: August 07, 2013, 12:32:31 pm »
Elves are pretty hard to piss off, unless you've enabled their diplomat through either hack or pre-genning raw mod. I think there're a way to hack the diplomat for elves in but I don't know the utility. Humans should come with diplomat once you're big enough, off the guy a few times.

275
DF Modding / Re: animal population cap
« on: August 07, 2013, 12:13:58 pm »
And in-fortress cap is hardcoded at 50, pregnancy from below the cap can go pretty far over it.

276
DF Dwarf Mode Discussion / Re: Caravan spawn locations
« on: August 07, 2013, 12:11:23 pm »
They usually only spawns where there're depot access. I've had occasional caravan that will only spawn from a specific edge, for some reason. I've never worked that one out, but it's pretty easy to notice and only affects specific civs out of every other for me. It's also pretty rare, which doesn't helps figuring out why it happens.

Diplomats and liasions spawns randomly, which is pretty painful as you've probably found.

My advice would be to mine 4 or 5 tiles wide, instead, so wagon don't gets stuck as easily, and put the depot as close to the edge you're planning to channel. Wall cannot be put up within 5 tiles of the edge, but you can use raised bridge to block access more throughly. I've made closed caravan road in a few fortresses with raised bridge and paved road, it works pretty well :D

I've had this problem too. Currently the two civs that trade with me only come out from the left side in the game I'm playing on, and the game would just tell me 'the wagons have bypassed your inaccessible site' if I try to force them to from from any other side through depot access. I'm wondering if the river that separates the map into two might have anything to do with it.

You know, that river thing might have something to do with it. It could happen with stream embarks too, that's one thing I've not actually checked, to see if it was on the other side.

Yeah, I'm pretty bad at investigating stuffs :D

277
When you start a 20-year megaproject and actually finish it.
didnt someone build a wall over an entire world by making countless forts to build it?

I remember the attempt, not sure if it happened though.

Wasn't over an entire world, but it was certainly multi-embark project to build some ruined-looking walls over part of land between mountains. I remember that it happened a few years ago, either during late 40d or early 31.xx. It involved a lot of marble, too.

278
DF Dwarf Mode Discussion / Re: How to change dwarves' equipment?
« on: August 07, 2013, 12:06:09 pm »
is inactive set to uniformed? also miners, hunters and wood cutters can bug out on uniforms since the game assigns them a hidden uniform when the labor is enabled
none of them are miners/hunters/wood cutters. and I'm not sure where I would toggle "inactive" as you say.

btw...don't know what I did or what happened but I got my dwarves to at least drop their stuff as intended with "replace clothing". all the clothes still have an owner. just trying to figure out how to get them dressed again since my "uniform" right now is basically what they were wearing before (apart from those two changes).

is there any way to disown dwarves or does ownership fade away over time? those clothes have been lying on the floor for over a week now and nothing happens. can't dump or move them...

Ownership will fade if it's left on floor after a few weeks, and if it's outside of their rooms. If you just want them to wear extra bits, then remove the normal clothings and keep the armor parts, using replace to get the armor on, then over clothing so they can pick their own clothings up. I think robe and coat together might give issue with wearing body armor, they're both outer clothings too. Cap and helm can't work together since both of them are shaped and tries to go on same body part, unless you meant headpiece by cap. Otherwise I don't see what's wrong with your list.

Are everything pathable to? Equipment pick-up might try to seek things that's behind locked door or out of reach, though I think they doesn't do that.

279
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: August 07, 2013, 12:00:25 pm »
I have assumed that the game makes mules sterile anyone actually tested that?

http://dwarffortresswiki.org/index.php/Mule

Just male, there're no female caste so they're technically sterile since interspecie breeding don't exists currently.

280
thanks for the replies guys. I need to try the "all adamantite is forbidden before a mood strikes".

It definately doesnt work this way with "pre adamantite". The dwarves would only demmand metal bars and whatever i unforbid-ed would be used with the exception of when the dwarf had a preference for a certain type of metal. The exception to this being when I havent smelted a bar of said metal. I have had plenty of dwarves with preference for bronze (which ive never smelted) use steel at my command. Also dwarves with a preference for gold not using the steel I want, resulting in 1 gold breastplate.

Anyways thanks (fingers crossed for no more hammers!)

http://dwarffortresswiki.org/index.php/Material_value#Material_multipliers
Gold and steel have same value, so maybe if it's same value, it goes by preference first?

I believe that dwarves are perfectly happy to demand forbiddened stuffs, it's happened to me from time to time. Or even when there're nothing left of what they want :D

281
DF Dwarf Mode Discussion / Re: How to change dwarves' equipment?
« on: August 07, 2013, 09:29:35 am »
I've not had any trouble using just white for bone gears and brown for leather, no metal or anything in the designation. They're very slow to equip unless you station them.

Seems like you've tried everything but stationing them. Maybe put equipment list that you're using up, since I routinely dresses my civvies in leather legging, armor, high boots and bone gauntlets, the latter with 'white gauntlets'. Occasional leather helms with 'brown helms'. I've just checked, everything works properly for me with exact match and replace clothing.

282
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 07, 2013, 09:18:47 am »
I wish you could exempt certain workshops from taking jobs from the manager in the Profile menu. I usually keep a forge reserved for copper bucklers and silver spiked balls, available for Dabbling to Adequate-skilled dwarves, to keep my mood bait from wasting my steel and adamantine; but if I temporarily run out of silver or copper, the manager starts queuing up my actual work orders there.

You can avoid this problem with stockpile dependencies - If the unskilled laborer workshops only have access to low grade material, they cannot accept the steel and gold jobs...

Yeeeaaah I'm not a huge fan of stockpile links except for use by minecarts. The last time I tried linking workshops to stockpiles I lost about 10 dwarves to infection because I was preparing to save nether-cap for a project (but didn't have any available yet). So I linked the carpenter's shop to the "all wood not nethercap" stockpile, so the wood furnace wouldn't make lye, so I couldn't make soap. Couldn't figure out what was wrong for ages, because I had set the link for the carpenter's shop, and when something's wrong with your wood furnace, the carpenter's shop isn't the most intuitive place to check...

It does takes a bit of practice to check the stockpiles first to see their linkage, it can get a bit confusing if I've got a whole network of them even with that. I pretty much routinely link and unlink masonery and mechanic shops and get confused sometimes :D

283
I think it's intended that highest value material mined or smelted within the fortress will be the base material for moods. That probably was an attempted fix to some moods demanding unavaliable alloys and metals.

284
DF Dwarf Mode Discussion / Re: Can I stuff a dwarf in a cage?
« on: August 07, 2013, 06:40:16 am »
Related due to vampires/eventual use of the caged dwarf.

I recently had the idea of making a vampire a dedicated undertaker in the fort. I'm just not sure if it's possible to deliver dwarf corpses via minecarts (I seem to recall that they do gather them in corpse stockpiles at least if there aren't any tombs assigned to that dwarf, or empty built coffins). Drop/wall in the vampire in an area with unmined stone, along with a pick and a bed and whatever other furniture you feel like. Might also be a good idea either to give him a small clothing supply or outfit him in leather armor (armor, leggings, high boots). Corpses are delivered via non-pathable minecart route (eg. 1-tile "open space" gap in the track), or dumped in from above (at least manual dumping should definitely work). Have it mine out the catacombs for the burial, and dump in coffins (or have the vampire make the coffins using the stone he mines out) for it to build. The vampire could also smooth out and eventually engrave the catacombs if you want. Of course noble tombs etc. could still be built elsewhere if you want dwarves to be able to admire them.

Doable, I know dwarves will cartdump their own corpses, I've done it accidentally. I'd recommend using minecart dumping instead of trying to jump the cart through, mostly because it's easier and have less time for them to rot. And yes, leather armor outfit would suit them fine for non-decaying clothings.

Sounds like pretty good idea for self-maintanting catacombs :D

From what I remember, push orders and a track as follows (S for stop, = tracks, . open space) work just fine:
S=.=S

That really is all the track/route you need, I think. Both stops highest friction, or at least high enough to stop a pushed cart, catacomb stop dumps in some direction (or not, since I guess corpses don't give off miasma while in a minecart?... you'd have to set unload orders in that case, though). Loading stop needs load orders from a (dwarf) corpse stockpile, obviously.

Corpses does gives off miasma in minecart, and they still rots, which gives unhappiness hit, which's why I suggest using dump instead of cart jumping. Not that it won't work, but it's not the best method. I uses cart jumps for pretty much any isolated spaces where I can expect things to be barreled or doesn't rots.

285
DF Dwarf Mode Discussion / Re: Can I stuff a dwarf in a cage?
« on: August 07, 2013, 06:17:06 am »
Related due to vampires/eventual use of the caged dwarf.

I recently had the idea of making a vampire a dedicated undertaker in the fort. I'm just not sure if it's possible to deliver dwarf corpses via minecarts (I seem to recall that they do gather them in corpse stockpiles at least if there aren't any tombs assigned to that dwarf, or empty built coffins). Drop/wall in the vampire in an area with unmined stone, along with a pick and a bed and whatever other furniture you feel like. Might also be a good idea either to give him a small clothing supply or outfit him in leather armor (armor, leggings, high boots). Corpses are delivered via non-pathable minecart route (eg. 1-tile "open space" gap in the track), or dumped in from above (at least manual dumping should definitely work). Have it mine out the catacombs for the burial, and dump in coffins (or have the vampire make the coffins using the stone he mines out) for it to build. The vampire could also smooth out and eventually engrave the catacombs if you want. Of course noble tombs etc. could still be built elsewhere if you want dwarves to be able to admire them.

Doable, I know dwarves will cartdump their own corpses, I've done it accidentally. I'd recommend using minecart dumping instead of trying to jump the cart through, mostly because it's easier and have less time for them to rot. And yes, leather armor outfit would suit them fine for non-decaying clothings.

Sounds like pretty good idea for self-maintanting catacombs :D

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