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Messages - nitus

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16
Put them all in a single cage, built and linked to a trigger.
 
Then use designations menu to claim and dump the cage. The cage will stay where it is because it's constructed, but your dwarves will disarm and declothe the goblins. Then send in a few squads and pull the lever. They'll make short work of unarmed, naked goblins, and gain valuable experience doing it.
 
As for falling, it varies depending on the creature. In theory bigger and heavier creatures die from a shorter drop, but the deeper you dig the more effective it should be.

17
DF Gameplay Questions / Re: Dwarves randomly murdering other dwarves
« on: February 13, 2012, 08:57:31 pm »
The Guard is not a military squad. It's the fortress police. Look at the justice tab under z menu and you will see the reason for these beatings. If they don't have a jail to put offenders, they will beat them instead, and you've equipped them with lethal weaponry.
 
If you don't want the bother of maintaining a proper jail, just disband the Guard.

18
Your best bet in the current version is to just not bother having a guard in the first place. They're not really good for anything but disrupting fortress life, usually over some silly mandate you can't meet.

19
DF Gameplay Questions / Re: Trouble Saving the Game
« on: February 10, 2012, 10:49:34 pm »
The game doesn't save to current. It saves to the region folder.

20
DF Gameplay Questions / Re: Why is my FPS slowly dying?
« on: February 10, 2012, 03:56:56 am »
Contaminants can be a big cause of slowdown, so use the current dfhack and make liberal use of the "clean all" command.
 
But also, on some maps slowdown will just occur as a matter of course. I think the game might be storing and referencing all kinds of semi-useless data for the duration, and the list keeps getting longer, because sometimes a map will just slow down over time for no apparant reason.
 
Also, multiple reclaims on a site can cause massive slowdown for some reason.

21
It takes some time for refuse to decompose enough to provide useful bone materials, too. If you're serious about bonework you should go into the orders menu and set it so dwarves collect refuse from outside (o > r > o) in order to speed up the process a little. Bonecrafting is imo one of the fastest ways to have something to trade by the first caravan arrival.

22
DF Gameplay Questions / Re: how do I mod
« on: February 10, 2012, 03:48:04 am »
The wiki has a pretty good explanation of what various tokens do in the raws: http://df.magmawiki.com/index.php/Creature_token

I completely understand why you would ask this here rather than in the mod forum, btw. In a way the metagame of modifying raws is part of advanced gameplay, and the mod forum is a bit intimidating and can seem like more of a place to post mods than to ask advice. I mostly figured it out myself using the wiki and experimentation; the one time I did ask a question in the mod forum the response was not very helpful.
 
My advice would be to start by picking an existing creature and modifying it. Open one of the creature files, like creature_large_mountain.txt, and copy a creature you want to work with into a blank notepad file. Then play with it. You might also consider asking advice in one of the main irc channels.
 
But also, there's a major new version coming out soon, and I am not sure what may have changed. You might want to hold off on doing anything major until it does.
 

23
DF Gameplay Questions / Re: Create custom peaceful map?
« on: February 10, 2012, 01:51:07 am »
Say, now that you mention it, the reason this never works for me might be because I always have "needs playable civ" on. It's probably rejecting maps that have too much evil.

24
DF Gameplay Questions / Re: Create custom peaceful map?
« on: February 09, 2012, 07:05:08 pm »
Yes I know it's in advanced worldgen.

I have gone as far as setting all good settings to 0 and maxing all evil settings, and even that has no effect -- you still get the typical distribution.

25
DF Gameplay Questions / Re: Create custom peaceful map?
« on: February 09, 2012, 06:42:37 pm »
I've played with good/evil settings endless times -- usually trying to make a map more evil -- and as far as I can tell DF largely disregards these values. There seems to be some other variable at work that is not controllable in worldgen parameters.

26
I have never understood players who get themselves into these situations.
 
Why do you have dark stranglers sieging you if you have no desire to fight off sieges? Just turn sieges off, problem solved.

27
DF Gameplay Questions / Re: Curious structure
« on: February 08, 2012, 07:14:06 pm »
You can tell if one is there right away, because the candy weapon shows up in the rooms list, stocks, and on the list for upright traps.

28
DF Gameplay Questions / Re: Dealing with useless migrants
« on: January 29, 2012, 06:34:11 pm »
Personally, I don't believe there is such a thing as "useless migrants." I crank the max pop to 500.
 
There's no rule that says there's something wrong with having lots of idlers. An idle dwarf is a happy dwarf.
 
Unskilled migrants can fairly rapidly be trained in most professions, and are great for mass labor tasks like hauling, plant gathering, smoothing and engraving, building projects -- and of course a large militia.
 
Lately, as my fortress populations swell, I have been segregating the "elite" population from the "grunt" population. Lower quality quarters, less glorious labors, less defended, crappier food supply, etc.
 
 

29

1 - Dig the entry and courtyard area, usually on a stream bank with access only from across a retractable bridge.

2 - Dig the first three levels of the fortress.
        - Farm area, food and wood production area on the subsurface level
        - All other industries in big rooms on sublevel 2
        - Dorm and meeting hall areas on sublevel 3.

3 - Begin building beds, bins, barrels and cages. Construct floodgates and hatches for the farm aquaduct and plumbing system intake. Begin building mechanisms. Begin building doors, tables, and chairs.

4 - Begin constructing bone crafts, or metalcrafts if valuable ores are available, in anticipation of trade caravans.

5 - Dig out armory, training rooms, and hospital on sublevel 4. Dig top level of trash pit. Construct trash compactor beneath.

6 - Finalize passive defenses, eliminate most ramps and create bottlenecks to load with cage traps.

30
DF Modding / Questions: position tokens
« on: December 08, 2011, 02:43:33 pm »
Hi. What I am wondering is if certain tokens will stack. For example if a position has [SUCCESSION:BY_POSITION:X] and also has [APPOINTED_BY:Y] will it cause Y to appoint from position X?

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