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Messages - Goncyn

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31
Thanks for the new version, Meph. Been playing your mod since 0.34 came out, and it's a lot of fun.  :D

32
DF Dwarf Mode Discussion / Re: Anti-vampire fortress setup
« on: March 05, 2012, 11:30:54 am »
Is there anywhere to set [VAMPIRE_NUMBER:0] if you do "Create a World" instead of "Design a World" ?

33
Am I right that all these random "YESBLAH" and etc. in the masterwork raws outside the tags are markers for the GUI to change settings?

34
Found this typo while trying to figure out how to farm wood (NETER_CAP_SMALL):

Code: [Select]
[REACTION:NETHERWOOD_BARK]
[NAME:remove netherwood bark]
[BUILDING:TIMBERYARD:CUSTOM_E]
[REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:NETHERWOOD:WOOD]
[PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:NETER_CAP_SMALL:SEED]
[SKILL:WOODCUTTING]

35
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 04, 2012, 11:00:29 am »
Thanks, ag, that helps a lot.

36
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 04, 2012, 09:07:16 am »
Any tips on how to use workflow to automatically process pig tails (spin) and sweet pods (syrup)?

To answer my own question...  8)

Code: [Select]
workflow amount THREAD//GRASS_TAIL_PIG:THREAD 5
workflow count LIQUID_MISC//POD_SWEET:EXTRACT 5

and then on the workshop jobs, respectively,

Code: [Select]
job item-material 1 GRASS_TAIL_PIG
job item-material 1 POD_SWEET

Can anyone clarify for me why you have to alter the job to specify the input material? Why doesn't it work automatically like most other constraints? Also, what exactly does the double '//' mean in the constraint spec?

37
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 03, 2012, 07:01:59 pm »
Any tips on how to use workflow to automatically process pig tails (spin) and sweet pods (syrup)?

38
The help file says that grazing is completely removed, but I had an ox or something starve to death. Is the help file out of date? Is there a way to disable grazing? I find the amount of menu-wrangling required to assign pastures unpalatable.

39
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: March 03, 2012, 09:16:50 am »
I just started digging into this tool, and it's great! Thanks! I particularly like the "workflow" command. It takes away a ton of the tedium of keeping a fort running, and for that I love you.  :D

Where does workflow save its list of constraints? I am building some standard ones I want to use in future games, so I want to know how to move them around.

Also, I see people talking about changing the job input items to control what the automated jobs produce. Is there any kind of intro guide to doing that anywhere?

Lastly, is it possible to use workflow to keep a certain number of rock crafts stockpiled? The job produces a variety of items, so I'm not sure how to set up the constraint.

Thanks again!

40
student, can embark with military teacher.
So, if I understand you right, your strategy is to embark with a Proficient Teacher (+ some other decent military skills?), and then have him teach all your other recruits so it goes faster? Do the training dummies and weight sets help significantly or should I not focus on them as much? Thanks for the advice. I like a good military. Hopefully it is possible to get there before Toady gets around to tweaking it again.

41
The miners (praise them!) dug all Winter to prepare the new entry hall and seal off the old, simple staircase where we first struck the earth. Summer brought an 18-strong werewolf invasion followed immediately by two squads of ilithid ambushers. We didn't have time to set the traps and connect the outer draw-bridge in time, so we shut our selves into the mountain using the inner draw-bridge. We are now alive and have water thanks to Torgan's advice about underground grazing and making cisterns. We can survive shut off from the world indefinitely, but what will our merchant friends think of us? Will we ever be able to lower the gates and carry our goods to the depot again?

On a less in-character note, I'm a little frustrated with the difficulty of training up an effective militia in this version. My guys get completely wrecked by most invaders at even odds, even fully armored in exceptional steel + assorted hoods, cloaks, trousers, socks, and mittens. I'm guessing this is because their skills are too low. I seem to remember when the new military was first released, your dwarves would reach high skills in about two years just from a training schedule. Now that is definitely not the case. Most are still Novices.

I started working on Weight Sets and Training Dummies. Is this the solution in Genesis to being unable to fight effectively? How do you guys manage them so that only your militia uses them instead of any old dwarf who happened to immigrate with some military skills (choosing individual squad members by profile seems awfully tedious when you have 80+ dwarfs)? I am really enjoying the mod, but I'm not happy with isolationism as a defense. I want my militia to be able to fight and kill like the heroic dwarfs they are!

42
Oh my god, simultaneous salamander/witch siege, ilithid ambush, and double demon ambush. I think this site is TOO ACTIVE!  :P We are all dead. The militia was slaughtered. Time to try again, train sooner, use the training workshops, and design a proper fort entrance.

43
My idea of safe grazing is a soil-layer dug cave next to our water reservoirs, filled by draining a 7x7-ish pond into many 3x2 pits.
I guess I've never really gotten comfortable with how to move everything underground. Don't you need to breach the caverns before things will grow underground? How long does it take for grass to grow once you muddy some soil? Can you fish underground? I can see a water reservoir being useful; I've just never done a lot with liquids so I'm not nearly as familiar with the methods as I am with, say, farming or metalworking.

44
Most animals leave hair after being butchered that can be spun into thread at a farmer's workshop so you could try that if you've got any

After a couple apparently hairless animals were sacrificed to the name of science, some migrants arrived with a yak, which was promptly slaughtered and produced enough hair for thousands of sutures. Interestingly, the Farmer's Workshop went to (CLT) with only the yak hair in it, and spinning it took forever.

After that false start, I figured out from the wiki's Armor article how to more effectively suit up my dwarves, and after the disastrous demon battle of 252, the newly armored militia fought off two squads of ilithids in the summer of 253. I even built a big stone wall around my pastures, but one of the ilithids could apparently fly and throw fire, so that ended up not mattering so much and my animals all died again. Our fortress grows stronger, though! I was afraid we would wither and die in the face of further aggression. Now, to design better defenses... and maybe find the caverns so we can figure out how to graze our animals safely...

45
My first Genesis fortress just suffered its first real military test -- two simultaneous demon ambushes. They caught two civilians outside and killed them instantly, then our ten brave militia engaged. Only five survived :o, but they drove off the foul creatures. One of the survivors has a smashed foot, and we don't have any thread for sutures, which is holding up his treatment. I'll start pig-tail growing as soon as I can. Hope he lives until they sprout. Also, my entire bunny population was slaughtered. Guess I need to build some kind of walled grazing area. Another new thing to worry about.

I admit I expected my steel-clad militia to be more effective. I probably should have started training them sooner. Demons are back, indeed.

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