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Messages - vjek

Pages: 1 ... 73 74 [75] 76 77 ... 114
1111
DF General Discussion / Re: Dwarf Fortress featured in the New Yorker
« on: April 12, 2013, 12:23:44 pm »
Great article, imho.  Well written and reasonably accurate considering the source and audience. 

1112
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 09, 2013, 12:42:50 pm »
Regarding Ghosts.

Setting the unit flags for dead and killed removes them from view, and after a period of time, they disappear entirely from the active units list.

What I'd like to know... what is causing this "cleanup" after time has passed, and is it possible to trigger this immediately after flagging them as dead and killed?

1113
From what I've seen, in 34.11...
The only time you're going to get a canyon-river is where two rivers meet.  And it's going to be symmetrical, so you're going to have to excavate one side to get what you're looking for.  If you want more than 4 z-levels of cliff, that may mean excavating down to rock.  It all depends on how wide you want the cliff-side.  How wide do you want the cliff? (as in, how long should the river run along it.. the whole width/breadth of the embark?)

A few commands in dfhack would get you want you want, including creating a river of any path, with a little planning.  Is this for a mega project?  If you need a vertical working area, you can do it entirely underground, with much less effort.

1114
DF Dwarf Mode Discussion / Re: Know nothing else
« on: April 04, 2013, 09:19:56 pm »
If you have a clear path to the caverns, he may be trying to exit the map through them.  I've had a liaison do this (and die, as a result), but only once, so I'm not sure what triggers it.

1115
Anyone have an embark in a good biome with sand, and lots of flux and iron ore?  Source of freshwater prefered, but no aquifer over the whole map.  I would prefer to not have an evil biome in the embark region, but I am okay with very large embark regions.

Thanks!

Here you go, Zanthra.

Highlights:
3x2 embark size
Joyous Wilds
Tropical Coniferous Forest
Clay
Sand
Brook
Magnetite/Hematite/Limonite (5k+)
Dolomite (32k+)
Coal/Lignite (3k+)

Spoiler (click to show/hide)

1116
DF Gameplay Questions / Re: Can building destroyers break pumps?
« on: April 03, 2013, 12:15:38 pm »
Another option to get a safe water source is to use an aquifer that doesn't cover the whole map.  They're riversource tiles, and you can dig up to the aquifer from below, safely, and produce your own underground river, draining off the map wherever you wish.

1117
... Wait—

Are you saying that if a clay or sand tile has cave moss or floor fungus growing on it, and then I build a grate on top of it, then the tile (which now simultaneously has cave moss/floor fungus and a floor grate), will yield the clay or sand?

If so then that's awesome.
Yep.  I can't verify 100% for clay, but definitely yes for sand.

1118
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2013, 09:08:07 am »
... And then what? It went after the lower animal pastures where I keep alpacas and stuff to munch the grass and give access to sand, and it got kicked to death by one of the alpacas. Put my entire militia to shame with three blows.

Sounds like...
Spoiler: attack of ... (click to show/hide)

1119
If you build floor grates on top of the moss, you can collect sand through them.  It doesn't prevent moss growth, it just shows the grate, visibly, instead.  Just tested/verified in vanilla 34.11.

1120
Not sure I can offer any tips that would make a difference other than: ensure you have flowing water on every region and then max out your volcanos to try and get them together.  This will likely require 100/100 min/max volcanism on some world sizes.

Here are four prior embarks I've made with a volcano and flowing water, together (varying sizes, features, etc)

http://www.bay12forums.com/smf/index.php?topic=101280.msg3878516#msg3878516
http://www.bay12forums.com/smf/index.php?topic=101280.msg3873540#msg3873540
http://www.bay12forums.com/smf/index.php?topic=101280.msg3867836#msg3867836
http://www.bay12forums.com/smf/index.php?topic=101280.msg3246392#msg3246392

There may be some common parameters in there to help.

1121
DF Dwarf Mode Discussion / Re: Dwarves being mad about being naked.
« on: March 28, 2013, 12:30:36 pm »
I removed her from the squad, but all she is doing is standing in the statue room, getting even angrier about being naked.
Ensure there are available clothes (not forbidden) she can put on.  If there are none available, you'll have to make some.

It's possible the clothing was very damage (XX worn) and as a result, she might not pick them up?  That's a guess, I've never run into it, but they complain about worn old clothing, so maybe they won't pick up very worn old clothing?

1122
DF Dwarf Mode Discussion / Re: Dwarves being mad about being naked.
« on: March 28, 2013, 12:27:06 pm »
Right. I have a dwarf who is throwing a tantrum because she has no clothes because she took them off to join the militia, and refuses to put them back on. What do I d to make her put her pants on again?

Make them part of her uniform, or remove her from the squad.

1123
DF Dwarf Mode Discussion / Re: Best design for handling magma?
« on: March 28, 2013, 10:48:41 am »
A couple of things to keep in mind...

There are magma crabs and fire imps on almost every embark.  They will, 100% guaranteed, ruin your day if you let them.  The important thing is to not give them a path into your fort, ever.  As a result, if you're going to build forges or smelters right on top of the magma sea, ensure you only channel out the exact squares you need to build the forge/smelter.

In particular
If you have your floor smoothed above the magma thusly:

+++++
+++++
+++++
+++++
+++++


for a forge, channel it out like so:

+++++
+++++
+++
+++++
+++++


and for a smelter, channel it out like so:

+++++
++++
+++++
+++++
+++++


That's all you need to have exposed prior to building your workshops.  But build them quick, because the moment those channels are dug, fire imps and/or magma crabs are pathing to those holes to try to get in.  If you need to pump magma up, immediately cover the channeled hole with a magma-proof grate.

Also, the magma sea is not always one level.  You may channel out an area that is lower than another point, and magma will splash up immediately after you channel a hole.  Of course, this will vaporize any "normal" tissue, including any dwarves, animals, or other bags-of-mostly-water that might be standing idly by.  8)

1124
DF Dwarf Mode Discussion / Re: Is it that hard to find embark sites?
« on: March 27, 2013, 09:37:50 am »
Here's the worldgen parameters to create worlds almost entirely of forest, that has dwarves, elves, kobolds and goblins as civs, and has at least half the world matching:
River: Yes
Aquifer: No
Shallow Metal: Multiple
Deep Metal: Multiple
Spoiler: worldgen parameters (click to show/hide)

Every world I checked had iron bearing ore and flux, somewhere within the matching finder set.  Hopefully that helps!  8)

1125
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 26, 2013, 04:35:25 pm »
So i walled up the edge of the entire embark, built ramps down underground from the only ingress area, then built wooden spiked ball traps in that path.  All visitors MUST take the only path available.

So far, I've killed over 700 animals and giant creatures in the first year.

I didn't expect it would work so well....  my minions spend most of their time hauling corpses and cleaning traps. :P

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