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Messages - pushy

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211
DF Dwarf Mode Discussion / Re: Goram Migrants
« on: January 27, 2010, 02:47:03 pm »
"Goram" migrants? Are they shit-hot goalkeeping schizophrenics? :P

212
DF Gameplay Questions / Re: seeds.
« on: January 25, 2010, 07:11:04 pm »
There aren't any raws for seeds. In matgloss_plant.txt find the bloated tuber record and change [BIOME:ANY_WETLAND] to [BIOME:NOT_FREEZING]

213
DF Gameplay Questions / Re: 23a with linux? (2d)
« on: January 25, 2010, 01:14:54 am »
Nope, Linux was never officially supported until 40d2, released in December 2008 (over a year after the first '3D' version, and nearly two years after 130.23a, the final 2D version). For any older versions than that, you'll have to make do with wine.

214
DF Dwarf Mode Discussion / Re: Cutting the umbillical cord
« on: January 24, 2010, 12:12:52 pm »
After that, every offspring it produces falls down all the way into the butcher zone. Assuming those corpses can be butchered. It's sort of messed up at the moment to my knowledge what corpses can and what can't be butchered.

What corpses can and can't be butchered is pretty clear cut. Stray (tamed) animals can only be butchered through the "z" animals menu. The killing happens in the butcher shop. Wild animals will leave butchereable corpses, if this animal can be butchered of course, mountain gnomes for example are wild animals technically speaking but you still can't make em to meat and fat. I presume its just some mechanism to stop you from turning dead pets into roasts. Or whatever.
With regards to "wild animals", it's still rather straightforward - eating sapient creatures is unthinkable to dwarves, so any creature with [CAN_CIV], [CAN_LEARN] or [CAN_SPEAK] (or [INTELLIGENT] which implies all three of those) will not be butchered. You mentioned those beer-guzzling bastards the mountain gnomes, who can't be butchered because they have [CAN_LEARN] :)

215
DF Gameplay Questions / Re: Adding neighbours to a biome
« on: January 24, 2010, 11:43:41 am »
If you're only in your first winter, it has to be asked - are you judging your "neighbours" on listed civs in the civilisations screen, or by what was shown on the embark screen before you initially embarked? That's a very important distinction since things are only listed on the civs screen after they've wandered onto your map, and it's uncommon in my experience for goblins to pop in and say hello in the first year.

If you're going by the civs screen, wait another year and see if anything new comes up; if they can reach the fort then elves and humans will come by in spring and summer, obviously, but goblins/kobolds are a bit more random.
If you're going by what was listed prior to embark then you're screwed.

216
DF Dwarf Mode Discussion / Re: Let it burn!
« on: January 23, 2010, 04:39:56 pm »
On a couple of fortresses I tried making, I never had a chance. As soon as I embarked, the fire man from the open magma pit (ironically, on both fortresses) promptly walked out onto the grass, and burned all of my residents and food and booze. The same thing happened on the re-embark for both of them. I had to embark elsewhere!

Fun fact: You embark in the cente of the last biome you were examining - if there's one farther from the magma pipe, you can just do that next time.

Wow, this is much more than a fun fact! This is crucial for doing certain things appropriately for survial in certain locations!

Either way, though, it was that the fire man was out standing on the grass, which would then burn across the map and destroy everything.
A bit late, but ought to be pointed out that the "fun fact" doesn't work any more. It WAS true for some older version(s) (.38c, maybe?) but it is NOT true for .40d. When it worked, I made use of it all the time by trying to embark close to a magma pipe without being right on top of it. That said, though, changing the last selected biome does have an impact on where your dwarves embark, but it's nowhere near as obvious as it was in that old version.

217
DF Gameplay Questions / Re: Why are migrants so skilless?
« on: January 23, 2010, 01:36:41 pm »
Slave labour - the dwarves are ordered to haul things around the mountainhomes constantly, and if they dare speak to another dwarf then it's hammertime. Hauling doesn't increase skills, and they're not allowed to talk so they can't increase social skills either.

218
DF Gameplay Questions / Re: Randomly Arppearing Civilisations
« on: January 23, 2010, 06:53:50 am »
Civs appears in the (c) screen only after you met them. So unless you've had the visit of some gobs (snatcher for example), you might have an ambush crawling toward your fortress.
That is a possibility, but in my experience you'll get a listing for goblins in the civ screen long before you get an ambush; the first goblin to come by is (usually? always?) a snatcher and the very moment they appear on the map the goblin civ will be listed on the civ screen. This will happen even if the snatcher remains hidden and doesn't move towards your fort because you've not got any kids.
So, he should be safe for now but he'd better get his defences up or an ambush will come and bite him in the proverbial ass :P

219
It's classed as a bug? Bah, that's bollocks.






I miss that fort :( Even though my little magma pipe fishing zone was only capable of giving me turtles...

220
DF Dwarf Mode Discussion / Re: Dwarf possessed, but no worky.
« on: January 21, 2010, 11:28:27 pm »
What's his highest trade skill?

If it's something that you have a magma version of (like the magma forge, but glass furnace is common as well) then they'll only work at a non-magma forge/furnace.

221
DF Gameplay Questions / Re: Fertilization
« on: January 21, 2010, 10:26:28 pm »
Most recent/relevant hit on my search. :P

Would a mod lock this thread?  (What's a post from 2 years ago still even doing on here?)
2 years? Fucking hell, go back to school and pay attention in maths classes :P August 2006 was almost three and a half years ago.

222
DF Gameplay Questions / Re: Fertilizer duration and crop questions.
« on: January 21, 2010, 10:22:04 pm »
It's been a while since I used fertilizer and I've only used it two or three times, so much of this is off memory and may not be entirely accurate. Anyway...

Is there any data on how often fields need an application of fertilizer and what the effects of fertilizer are on existing crops? (I.e., does order matter?)
You'll need to re-fertilize at the start of each season. There's an option on farm plots to do this automatically (the "Seas Fert" option). Also, the number of crops available for harvesting depend on the skill of the farmer who planted the seed and not the skill of the dwarf harvesting the crop so it's very likely that order DOES matter - fertilize first, then plant the seeds.

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Finally, what's the shelf life of things like plants, seeds, etc. and how does being in bags/barrels/both effect that?  Any data?
Seeds...God knows; my stills tend to be filled with the damn things at the start of the game but I wouldn't notice 10 or 20 disappearing from the couple hundred that I get.
Get plants in a food stockpile ASAP or they'll wither away. So long as they're on a stockpile, they'll last indefinitely. Some vermin gnaw away at food, for which barrels can apparently offer some protection, but frankly just get a cat and you'll have that problem solved. Barrels are used primarily for storing more things in less space rather than protecting the food within.

223
But if he was killed with magma, all of his dirty socks will be destroyed, and thus no longer be available.
You've slightly missed Derakon's point here.

Let's say Urist is the father of Rigoth, who in turn is the father of Tulon. Urist goes for a drink and a carp pulls him into the river where he drowns. His belongings, including the clothes he was wearing when he died, now belong to Rigoth. Rigoth, however, can't access those belongings because they're on the river bed, surrounded by murderous crap carp, thus we get a case of lots of spam because Rigoth wants to put those clothes away but can't access them. Killing Rigoth with magma does fuck all, as the clothes on the river bed will then belong to Tulon, who'll also begin creating message spam about being unable to access those items. To use magma to stop the spam would involve killing off an entire dwarf family, and there's a good chance of that resulting in a tantrum spiral.

224
DF Gameplay Questions / Re: Tower-Caps and other questions.
« on: January 20, 2010, 10:36:34 pm »
ok, thanks for the quick response, my fortress wealth is nearing 2 000 000, is it possible that the further you are from sieiging civs, the higher your wealth needs to be to lure them? and my magma whateveritis spans a good 18 z-levels, so i guess i'll give it a go and assume its a pipe.
If it's 18 z-levels then yes, that'll be a pipe. Pools are typically only a few z-levels deep. A pipe will extend right down to the very bottom z-level.

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another question; im trying to hit enough road value to entice the king, but its going very slowly, is there some trick im missing? ive never seen any mention of people having trouble with this but it is always, without fail, the last requirement i achieve.
As Heliman said, use expensive materials to make the road, as the value of the road is dependant on the value of the materials it's made from. A plain old rock of granite or rhyolite (or the more annoying ones like alunite or microcline that you probably just want rid of) has a value of 3. A block of the same material has a value of 5. A bar of iron (melt goblin weapons/armour and this is something you'll have in abundance) has a value of 50. A bar of steel has a value of 150. An adamantine wafer, in case you're curious, has a value of 1,500. If you're at the point of trying to get the king, you probably have a small stockpile of goblin armour or iron bars already from sieges/ambushes over the preceding years, so that's probably your best bet, especially since you've said you're a bit low on wood and so won't be wanting to waste it on making charcoal for the steel-making process :)

225
DF Gameplay Questions / Re: Can babies tantrum?
« on: January 20, 2010, 10:09:31 pm »
urist mc mayor: Oh wow, look at that cute baby, it even has a beard! Its s- ARRGGHGH ARMOKR MY HAND! IT BIT OFF MY HAND!

That just reminds me of http://www.youtube.com/watch?v=_OBlgSz8sSM

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