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Messages - Leonidas

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946
DF Gameplay Questions / Fixing Whips and Scourges
« on: September 12, 2010, 08:06:52 pm »
I want to adjust my raws to make whips and scourges more reasonable.

1.  How exactly should I alter the raws?  (I'm assuming broadening the contact area.)

2.  Editing those in the raws won't require a new worldgen, will it?


947
DF Suggestions / More than one "Idle Dwarf" number
« on: September 12, 2010, 01:22:39 pm »
I don't mind having some idle haulers standing around.  Sometimes I just don't need their help.  But I often want to know when my skilled dwarves have run out of work, so that I queue up more workshop orders, designate more digging, or set more linkages to levers.

So it would be great to have more than one number for idle dwarves.  In a simple version, the game could give a number for idle dwarves with any hauling skill enabled, and another number for idle dwarves with no hauling skills enabled.  A more complete version would allow you to put dwarves in groups to control their presentation on the (u) screen, and then have a separate idle number for each group.

948
DF Gameplay Questions / Re: Idler phobia?
« on: September 12, 2010, 12:41:05 pm »
Your hauling demands usually come in waves, so your idlers should come in offsetting waves.  If you try to keep your idlers at zero all the time, then you won't have the spare dwarfpower to throw at whatever new project you devise.  Lots of idlers tells you that your old project is nearly done, so your hauling pool is ready for a new big task.

It helps to be clear with yourself on what your goal is.  Are you building up a military?  Working on a megaproject?  Amassing wealth?  If your goal doesn't currently need hauling, then there's no reason to worry about idlers.

949
DF Gameplay Questions / Take from Stockpile
« on: September 11, 2010, 06:35:20 pm »
Is this bugged in the new version?  I used to use it all the time, and now it doesn't seem to do anything.

More relevantly, is there currently any way to pull items out of bins or barrels, short of using them for jobs?

950
DF Gameplay Questions / Re: Underground Forest Won't Grow
« on: September 11, 2010, 12:14:09 pm »
Following up here, muddying the sandy clay loam produced immediate tower caps, even though the stone layer underneath was totally mined out.

So I guess the takeaway lessons here are:
[Edit]
1.  Not all soils are equal.  Sandy clay loam, at least, won't grow anything unless it's muddy.
2.  Trees won't grow on dry soil without a layer of unmined soil underneath.
3.  Trees will grow on muddy soil regardless of what's beneath.

951
DF Gameplay Questions / Re: Problem with workshops not working
« on: September 11, 2010, 11:34:36 am »
The easiest way to avoid accidentally forbidding your workshops is to always build them out of blocks instead of regular stone.

952
DF Gameplay Questions / Re: Bone/Shell stockpile
« on: September 11, 2010, 11:33:37 am »
If you really want control, just dump what you want, to preserve it.
But then I'll have to sort out shells and bone from huge piles of rocks.  Though I have heard rumors that dropping skeletons will break them into bones...
Not if you do it right.  Turn off all your dump jobs.  Delete your current dump site.  Create a new dump site.  Then dump your bones, shells, and whatever else you want to keep track of.  You might want to do two or three of each item on the Strange Mood list.  Once those dump jobs are done, delete your special dump site and re-designate your original dump site.

953
DF Gameplay Questions / Re: Bone/Shell stockpile
« on: September 11, 2010, 01:37:13 am »
I have an indoor refuse pile with no restrictions, and bones and shells show up there.

If you really want control, just dump what you want, to preserve it.

954
DF Gameplay Questions / Re: how to win?
« on: September 10, 2010, 09:25:03 pm »
There are dozens of ways to handle a siege.  You can crush 'em with rocks or cave-ins.  You can catch them with cages and torture them one by one.  You can slice them up with weapon traps.  You can drop them from bridges and watch them go splat.  You can drop them onto spikes for extra gore.  You can fling them with drawbriges, or crush them under drawbridges.  You can build a bunch of high quality armor and weapons and kill them hand to hand.  You can shoot them from behind fortifications.  You can drown 'em in water.  Cook 'em in magma.  Boil 'em, mash 'em, stick 'em in a stew.

With stranglers and blendecs, it sounds like you're running Fortress Defense mod.  The whole point of Fortress Defense is sieges.  Better to start off in vanilla experimenting with some different defense approaches, and finding the ones you like.  Then tackle the aggressive mod.

955
DF Gameplay Questions / Re: Anyway to decrease the slowdown?
« on: September 10, 2010, 07:40:09 pm »
Your FPS depends on what exactly is going on in your game. 

The biggest FPS killer is flowing liquid.  Let all your water and magma settle, and you should see a good FPS boost.

If you have a crowded fort, then pathing may be the cause.  Get rid of your spare animals, with butchery or cages, so that they stop wandering around.

956
DF Gameplay Questions / Re: Underground Forest Won't Grow
« on: September 10, 2010, 05:07:22 pm »
Question to the OP: Is that 20x30 room below the ocean?
Nope.

957
DF Gameplay Questions / Re: Underground Forest Won't Grow
« on: September 10, 2010, 01:43:32 pm »
I have on a current fortress several layers of sand below the surface.  I have determined a clear pattern in which trees will not grow on the surface where I have carved out the soil layer directly below the surface.  It also appears that trees will not grow on any soil areas which do not have solid soil layer underneath them, so areas of the underground soil layers which have rooms mined out beneath them have no trees.  I also have noticed that no trees at all will grown on the bottom-most soil level, which has rock on the Z-level below it.  However, trees will grow on rock which has been muddied on levels further down.  I don't know if having unbroken rock on the Z-level beneath matters for the growth of trees on muddied rock floor or muddied soil.  I will continue to observe this fortress to see if I can figure out the pattern.
Tell me if this is a fair summary of what you're saying:
For a tree to grow, it needs 1) soil or muddy rock in the space where the tree will appear, and 2) muddy rock or undisturbed soil directly below.  Or if the top is on muddy rock, does it not matter what's below?

958
DF Gameplay Questions / Re: Underground Forest Won't Grow
« on: September 10, 2010, 12:31:00 pm »
Hmm, interesting theories all around.

1.  The cavern has the usual trees 'n stuff.  And those are growing just fine on the sandy clay.

2.  This is not a reclaim.

3.  I'm not sure about the embark tiles.  On the z level where I'm getting growth, I am noticing less growth around the center of the map where my dwarves are.  I had thought that maybe noise was discouraging growth, but maybe it's the embark tile.

4.  I've never heard of trees not growing without a solid z below.  Could someone with a big underground forest check and confirm this?

Right I'm suspecting that it's the soil type, that sand and clay are fine, while loam is not.  This could be an area of scientific inquiry.

959
DF Gameplay Questions / [Solved] Underground Forest Won't Grow
« on: September 10, 2010, 03:01:46 am »
I have two layers of soil below the surface.  The top layer is sandy clay.  I'm using it to build a maze of tunnels to trap invaders.  Trees and bushes grow just fine there.  With just a few long narrow tunnels, I've got a dozen trees and shrubs growing.  And that's annoying, because they trees keep threatening to block my tunnels and ruin my elaborate maze of invader doom.

The second soil layer is sandy clay loam.  I wanted that to be my underground forest, so that I could seal my dwarves away from the surface danger.  I dug out a large room next to my main area, but away from my dwarf traffic, over 20x30 squares.  And nothing will grow there.  I breached the first cavern five months ago, and my sandy clay loam has sprouted not a single tree or shrub.

Due to some unusual rules and a tough mod, I really need this underground forest.  Can anyone explain the difference in growth?  Could it be the difference in soil?  Could it be proximity to dwarven activity?  Might watering the soil help?

960
DF Gameplay Questions / Where do fish come from?
« on: September 09, 2010, 03:47:45 am »
I'm trying a fortress with no farming, so for the first time I'm paying attention to fishing.

1.  If I have a river with fish, and then I dig a grate-protected channel to an underground reservoir, will I be able to catch fish there, too?

2.  Assuming yes to #1, do the fish move from the river to my reservoir?  Or do they spontaneously appear in any large body of water, like vermin, so that it doesn't matter where the water came from or what it's attached to?  If the latter is true, then I should be able to fill a reservoir with rainwater and still fish in it, right?

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