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Messages - Finn

Pages: 1 ... 26 27 [28] 29 30 ... 40
406
You can't dig the last square, but you must smooth it and carve a fortification for water to flow through it and off the map.

407
I have a warehouse on the surface, and these flying rats are simply flying through the doors of the warehouse and jacking my stuff!
The game says these are parrots? How can parrots steal trap components? And how can they simply fly through a door? Isn't a door supposed to stop enemies and force them to break it down first?

Keas are basically parrots.  I don't know anything about the door stuff.

http://en.wikipedia.org/wiki/Kea


408
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 31, 2012, 08:11:13 pm »
You're not supposed to get caravans or liaisons.  When the liaison comes the announcement lists the city that they are from, that's the mountain home. 

I finished my population_cap testing.  It definately looks like 4 is the minimum population where population_cap is respected.  At 3 dwarves or lower migrations continue regardless of the population_cap.

Test 3:
DF 34.07, DFHack, DwarfTherapist
Fortress Starting Year, 262
POPULATION_CAP:0
Population 7

ha = "horrible accident"

262
started in summer with SAVEPOINT A
summer:  population 9, ha - population 3
autumn:  migrants - pop 9, ha - pop 3, liaison arrives
winter:  no migrants, liaison leaves

263
spring:  migrants - pop 8
SAVEPOINT D


Test 4
DF 34.07, DFHack, DwarfTherapist
Fortress Starting Year, 262
POPULATION_CAP:0
Population 7

ha = "horrible accident"

262
started in summer with SAVEPOINT A
summer: population 9, ha - population 4
autumn: migrants - pop 11, ha - pop 4, liaison arrives and leaves
winter: no migrants

263
spring: no migrants

Conclusion:  Population_cap is ignored if population is below 4 when the liaison visits.

I will do some further testing later to see if the migrations turn on and off based on this population number.

409
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 31, 2012, 03:37:42 pm »
Now THAT definitely defies current understanding.  Are you sure there are no dwarves?  Where does it say the liaison is coming from?

410
What he said.  In the o)rders menu you have "all dwarves harvest" enabled.  This is causing small amounts of xp for every dwarf that harvests a plant.  You can change it to only growers harvest if you'd like.  That will cause your farmers to skill-up faster, although it's not really a noticeable difference.

edit: ninja'd

411
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 31, 2012, 12:54:25 pm »
I wonder what else Active Season might control.  You haven't mentioned sieges, are you seeing sieges?

Yep.  From goblins, for example, I saw a baby snatcher, then ambushes, then sieges within the first year. (the normal path of escalation)  All other aspects of the game appear normal, just no liaison and no caravans.  However, I should note, goblins have their default ACTIVE_SEASON entries.  The only ACTIVE_SEASON I removed was for dwarves. 
I have not tested removing goblin ACTIVE_SEASON to see if sieges stop.

I think we are safe in concluding that the ACTIVE_SEASON mod trumps everything, preventing liaison, migrants and caravans.  You might want to update the wiki for those subjects to include this information.

412
DF Dwarf Mode Discussion / Re: Baby boom, can't cloth them all!
« on: May 31, 2012, 12:06:32 pm »
How can i get rid of all these worn stuff on the ground ? Just selling it ? My dwarves don't even take it to finished products bins...?

As usual, several factors are creating this behavior.

The clothing is remaining on the ground because it is still marked as owned by a particular dwarf.  That tag will expire eventually and then some hauler will pick up the item and put it in an appropriate stockpile if there is one.  DFHack has a cleanowned utility that will remove all such owner tags at once allowing for immediate cleanup by your haulers or you can just wait.

Your dwarves are throwing the items on the ground because they have no cabinets that belong to them.  If the dwarf had a bedroom with a cabinet in them he would put his used clothing there.  I believe, but have not confirmed myself, that those cabinents have a limit on items and I also believe that the ownership tag will not expire if the item is in a cabinent.  Again, those are guesses, ymmv.

413
DF Modding / Re: How would I turn true type fonts off?
« on: May 31, 2012, 11:50:29 am »
Ah,thank you, I will find it.

And I will explore this mysterious f12 key.  Thanks.   :)


414
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 31, 2012, 11:46:59 am »
I wonder what else Active Season might control.  You haven't mentioned sieges, are you seeing sieges?

415
DF Modding / How would I turn true type fonts off?
« on: May 31, 2012, 01:58:54 am »
I'm on Windows 7.  Is there a change I can make that would fix the vanishing text problem?  I tried to google for how to disable true type fonts but just ended up with links telling me how to delete fonts from Windows.

416
DF Gameplay Questions / Re: Possible werecritter
« on: May 31, 2012, 01:42:04 am »
Can you post a save?

Done.

There's a weaponsmith having a mood down in my magma works (Shift+F8), and he doesn't seem to want to grab the rest of his materials. Any help there would be appreciated, too.

Thank you, I have downloaded it and will take a look.  Please pardon if it takes me some time, Thursday is a busy day/evening for me and I rarely have time for DF.

417
To the OP: traders may go insane after a while if they can't leave the map. Dunno if they can turn back without being to your trade depot.

I recently ran a fort where I did not build a trade depot.  Traders remained on the edge of the map.  Eventually they went mad.

418
DF Gameplay Questions / Re: Run-away Cursors
« on: May 31, 2012, 01:30:39 am »
I agree with the previous poster that this seems like a hardware problem, or at least a system problem and not a df problem.  I would check for stuck keys first.

419
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 30, 2012, 10:15:14 pm »
Why not generate a region without the civ requirement check, and limit the mountains suchthat no dwarf civilizations would occur.  Would that produce endless world generation errors, or a world with no migrants?  No mountainhomes = No migrants, right?  And then the players don't need to adjust the pop_cap, inbetween sessions.

Current common knowledge holds that a world without a dwarf civilization will produce no migrants beyond the initial 2 waves.  I have never verified this myself but I do not doubt it.  Players would not need to adjust the pop_cap to prevent migrants, this is true, but they also would not receive dwarven caravans.  If you want the caravans and not the migrants you will need to adjust population_cap.

420
DF Gameplay Questions / Re: minimum population ignores pop_cap
« on: May 30, 2012, 09:49:03 pm »
I am currently running a fort with population 2 and POPULATION_CAP:0.  The liaison has just left, it is currently winter.  Seeing what transpires in the spring...

EDIT:  Migrants in the spring!  Vjek, can you bring your population to 2 and wait for the liaison and see if you continue to get migrations the following year?  Wait, are you still playing with Winter disabled?  I never see the message about attracting no migrants.

I am going to retry in a little while with a population 3 fort.

Edit:  Based on vjek's findings, I now suspect that 4 is the magic number where population_cap is respected.  That would be the minimum number to have 2 couples, which is the minimum requirement for a growing fort.  (Just trying to get into Toady's head.)

Edit:

Test 2:
DF 34.07, DFHack, DwarfTherapist
Starting Year, 262
POPULATION_CAP:0
Population 7

ha = "horrible accident"

262
Summer: migrants - population 9, SAVEPOINT A, ha - pop 2
Autumn: migrants - population 9, ha - pop 2, Liaison arrives and leaves
Winter: no migrants

263
Spring: migrants - pop 8, ha - pop 2
Summer: migrants - pop 9, ha - pop 2
Autumn: migrants - pop 8, ha - pop 2, liaison arrives
Winter: no migrants, liaison leaves

264
Spring: migrants - pop 9

Conclusion:  With a population of 2, POPULATION_CAP is ignored and migrations continue.

Tomorrow I will determine what the magic number is where POPULATION_CAP is honored again.

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