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Topics - quarague

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16
DF Gameplay Questions / a few questions on happiness
« on: April 19, 2012, 04:16:11 pm »
My interpretation of happiness is that a dwarf starts with happiness 100 and then for every good or bad thing happening to him the counter goes up or down by a few points, as listed in the wiki. On top of that I believe from observation that happiness somehow converges back to 100. Ar all thoughts only valid for a certain time and then their effect disappears, or does the happiness just directly move towards 100 in some slow way?

Also is a dwarfs happiness capped below at zero? Ie if he already is miserable and then gets another bad thought it doesn't change anything?

17
DF Gameplay Questions / babies in hospital
« on: April 16, 2012, 03:40:15 pm »
I had a small danger room accident and now I have a baby with a few injuries, unconscious but still alive. It seems the mother is still carrying it around, not sure whether she noticed anything. Will she bring it to the hospital? If she sustains a minor injury and goes to the hospital herself will they treat the baby, too?

18
DF Gameplay Questions / hauling items in bins
« on: April 15, 2012, 03:21:48 pm »
so I have a magma forge somewhere deep down in my fortress churning out towns of spiked balls and large serrated disks and I want to use them for traps at the entrance. What I would like to happen is that the weapon smith uses a stockpile close to his forge, then some hauler carries them up close to the entrance, ideally a whole bin full of them and finally a mechanic can build the trap and only has to carry each weapon a short distance.
I just had the idea to use the trade depot for that purpose. Have one weapon stockpile down at the forge, one close to the entrance, tell them that you wish to trade the whole bin of weapons and once it has been carried up tell them to not trade it anymore. Unfortunately this only works while you have traders on your map.
Any other methods for achieving something like this?
PS: so supposedly the next update may have dwarfs do that all on their own but I'm not patient enough for that :-)

PPS: just saw a typo but that thought it nice enough to keep it

19
DF Modding / blood = alcohol ?
« on: April 09, 2012, 01:42:29 pm »
Question: is it possible to mod (dwarfen) blood to be counted as an alcohol for dwarfen consumption? If so, how?
This came about from thinking about vampires, while they require no food or drink they become pretty useless in a fort after a while because their not drinking booze makes them slow down to a crawl. So question, what can you mod in to make vampires more useful members of your fort?  Storywise feeding on another dwarf would be the ideal solution, so if you can modify dwarven anatomy in a way that makes there blood count as an alcoholic drink well fed vampires would be very productive members of your fort.
 

20
DF Dwarf Mode Discussion / aquifer in mixed biomes
« on: April 08, 2012, 08:25:55 am »
I just started an embark with two biomes, one of them is supposed to have an aquifer, the other one not. But both according to dfhack 'prospect all' and to my own digging in the aquifer biome I seem to have no aquifer at all. It is a 4x4 embark and the 4 central squares are all in the no aquifer biome.
I think I had this effect before, you either have an aquifer everywhere on the map (apart from rocklayers and possibly at different z-levels) or you have none at all. Is this a bug?

21
So while the learning curve is steep once you know what you are doing it takes only a small number of dwarfs to keep a large fortress going. A single planter and a single cooker+brewer produce enough food for a 100 dwarf fortress, one furnace operator plus one smith can fully equip a whole army in a season or two and after you find gold or another valuable metal you have more wealth than you know what to do with.
Hence my idea to create a mod that makes the dwarfen economy a lot harder. I plan to put a bunch of changes together and upload them here.
Metal industry:
A ton of iron ore cantains quite a lot of iron but in real world mining a ton of gold ore is considered very rich if contains something like 25g of gold. So I would change various ore smelting reaction so that one gold ore gives you a gold bar with say 20% probability and nothing otherwise. Also abolish all ore to alloy reactions, if you want alloys like bronze make them from bars. I know how do this, all are simple changes in the mineral raws
food industry:
I would like to increase the amount of food and alcohol a dwarf needs by about a factor of 5. Is this in the raws somewhere, or are there good workarounds that achieve the sam effect?
happiness:
increase the amount of wealth needed to make a room great, legendary etc by a factor of 10. I could mod the raw value of the items but is there a more direct way to do that?
leather:
Currently a cat produces the same amount of leather as an elephant, can I change it so that the amount of raw hides corresponds to the amount of meat you get from slaughtering? Then change tanning so that that a raw hide gives a leather only about 10% of the time, so an elephant would still give several leather but one would need half a dozen cats to get a single unit of leather.
other ideas:
possible change masonry so that it requires several stones for a table or a wall.

Thanks for any hints of what has already been done in this direction, how to do things and other usefuls ideas.


22
DF Gameplay Questions / stone value bugged?
« on: April 01, 2012, 06:18:02 am »
so all basic stones I find have a value of 3, currently phyllite, jet, claystone, etc that are marked as value 1 in the wiki. Game is not modded in any way apart from a few adjustments in the init and d_init file. Is this a bug? I don't really mind and it doesn't change to much gameplay wise.

23
DF Gameplay Questions / number of cavern levels
« on: March 31, 2012, 12:53:41 pm »
So I thought every embark has 3 cavern layers where the highest one goes up to something like z-level 70-80. I started an embark (normal 4x4 size) in a freezing biome with a volcano and after lots of digging I found one level of caverns at z-level 2. Just checked it with dfhack prospect, the only plants / trees on the map are on z-levels 7 to -7, liquid water is on z-levels -2 to -7. So apparently this embark has only a single cavern layer, the lowest of the normal three.

On a side note, the wiki states that a well can be arbitrarily high above the water source and this is indeed true. A single bar of gold was enough to make a chain reaching down a total of 125 z-levels from the well to the water source. No idea what would be left of a dwarf that falls in there.

edit: I did use 'prospect all' to check, sorry for confusing wording. I did some more exploratory digging, straight lines through the entire embark horizontal and vertical every 25 tiles, repeat every 20 z-levels. If there are any cavern layers above z-level 7 they have to be really tiny and void of any plants, trees and water, so I don't think there are any.

24
DF Modding / dfhack 3406 under linux
« on: March 29, 2012, 02:03:03 pm »
Just downloaded the new update for 3406 but it doesn't run in my linux system.
I installed it in the same folder as df, went to terminal and tried to start it with 'sh dfhack'. I get the message 'Segmentation fault' and I'm back on the command line. I did exactly the same thing for previous versions of DF with the appropriate dfhack version and these worked fine. DF 3406 itself runs fine, too.
Anybody else had this problem/ got dfhack 3406 to run in linux/ has an idea of the error message means and how to fix it?
Thanks


25
DF Gameplay Questions / hunter can't find path
« on: March 25, 2012, 04:12:23 am »
so I have two hunters that are getting a lot of life target practice but suddenly they both started to give me job cancellation spam:
Urist McHunt cancels hunt, could not find path.
One of them is outdoors and the other one one is chilling in the main meeting area. Is it possible to get that message because they killed all wildlife they can get to? The only wild animals on my map are two birds high up in the air and some stuff in the caverns that are walled off.
Wildlife eventually gets renewed, right? So eventually there will be new stuff to hunt? Maybe they are now good enough that they kill of wildlife faster than it respawns?

26
DF Gameplay Questions / liaison meeting going on for several month
« on: March 23, 2012, 03:47:00 pm »
so last fall my liaison arrived for the second time, found my major and started a meeting with him. They have been meeting for several month now, it is now summer. I haven't gotten the popup asking me what I would like the traders to bring yet. Is this something gone wrong / bug or is it normal they have so much to discuss?
My mayor happens to be a vampire so he doesn't get hungry or anything but I had to reopen the wall that he was enclosed in so now I'm worried he will just run off for a snack
on a similar note my manager takes 1-2 month to approve a single work order, he is also a vampire, still walled in and constantly working on managing the work orders, his manager skill is talented but his social skills are lousy so that seems way too slow

27
DF Gameplay Questions / job manager distributes jobs
« on: March 23, 2012, 03:42:19 am »
if I tell the manager to make say 20 stone crafts the task will be distributed equally over all craft workshops
I would like to have one work shop for bone bolts, one for candy strands and one for or two for actual trade good crafting.
I achieved the seperation of work shops by assigning the suitable dorfs to be the only ones allowed to work in the particular workshop
now the candy work shop gets assigned a few stone crafts too, the candy dorf doesn't have stone crafting enabled and he is the only one allowed to work there so the crafts never get done and he doesn't do any candy there either.
I can manually delete the stone craft jobs in the workshop but is there an automated way to set this up?
Using burrows would run into the same issue I think.

28
DF Adventure Mode Discussion / dwarven adventurer
« on: March 13, 2012, 01:59:00 pm »
I just started an adventurer who is a dwarf and thus started in a dwarfen civ. Nevertheless all the towns /forts/etc in the vicinity are human only, I haven't seen a single dwarf yet. Strange, but the main problem is, there is not a single piece of armor in dwarf size to be found. Where do you get armor for dwarven adventurers?

29
DF Dwarf Mode Discussion / mayor election
« on: March 13, 2012, 10:32:58 am »
I noticed that my dorfs occasionally switch the mayor. This does not trigger an announcement, I only notice a little afterwards when he changes the mandates.
I support dorf democracy but is it normal that there is nothing in the announcements? I feel this is a bug an a newly elected mayor should cause the game to pause and notify me.
Does anyone know when new elections happen, how often, what are they triggered by?

30
DF Modding / migrant modding
« on: March 10, 2012, 03:53:22 am »
So the number of migrants you get in each waves depends on the wealth you created but the numbers seem unbalanced. If you built a decent fortress in your first year, have zero artifacts and no precious metals you still generate enough wealth to get the maximum ~30 migrants every single wave (after the first two).
Is there a way to
a) alter the maximum size of a migrant wave to say 10
b) modify the amount of wealth needed for migrants so that only fortresses that drown in gold get the max wave sizes
I'm a peaceful person, I don't want to just kill them off.

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