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Messages - anewaname

Pages: 1 ... 166 167 [168] 169 170 ... 177
2506
DF Gameplay Questions / Re: Dwarves not burying dead
« on: January 24, 2017, 02:39:05 am »
How is your jobs list?  It seems whenever dwarves aren't getting something done that I consider crucial it's because they have too much else to do.  If it's several pages long then the burial might be too far down the list.  Come to think of it, check the list to see if the burial is even on it at all.
Yeah, the jobs list is a good place to check when something is not being done. Once the game assigns the dwarf to a burial receptacle, the dwarfs usually go to get the corpse unless they are all busy.

2507
DF Gameplay Questions / Re: Cant manage to create a dagger users squad
« on: January 21, 2017, 08:47:50 am »
Note that as large daggers are a foreign weapon you won't be able to manufacture any, so you'll need to rely on trading/harvesting enemies for them.
Although I don't know if I've ever seen anyone other than kobolds using them.
I assigned a default Archer uniform to a dwarf and he picked up a knife as a secondary weapon, but there may have been no other melee weapons free in the fort. He even took a few swings with it which is why I noticed he had it.

2508
DF Gameplay Questions / Re: Embark Tab Options
« on: January 20, 2017, 01:17:42 am »
Did their sites just suck, or were they attacked strongly?
Make a world, read the history :p 

In one world I was looking at, the parent dwarf civ consisted of two camps.. one with 2 dwarfs and the other with 40 dwarfs. I could only picture they were refugees fleeing from something they unleashed in the Mountainhome or they were the military that left their fort undefended while they went to attack another site.

I usually don't worry much about what the parent civ can provide since you run out of that quick enough. It is more "do they exist or not?"

2509
DF Gameplay Questions / Re: Embark Tab Options
« on: January 19, 2017, 11:17:53 pm »
Yeah, it is important to know if that dark fortress you are embarking next to has 10 goblins or 10,000 goblins. I don't use the Legends Viewer but others speak highly of it. I just search the export file to know if my starting civ has dwarfs and to make sure there is enough goblins in the dark fortress I'm embarking near.

If you want to be sure your starting civ will start with iron, lignite, or coal then you could put a Note at the location you are starting your embark, then embark and see what their available materials are. If you do not like them, then you can just Abort the embark and go to the Note's location and try another civ. One thing here is, as you cycle through the civs you will see where they are located in relation to your embark site. Civs that cover more of the map often have more resource types available. Sort out what you want in your head first. You are not competing directly with others, so you are not cheating them...

2510
DF General Discussion / Re: OP Keas IRL
« on: January 19, 2017, 10:16:53 pm »
So many of my early embarks had, "A kea has stolen a wheelbarrow!"

2511
DF Gameplay Questions / Re: Embark Tab Options
« on: January 19, 2017, 09:39:55 pm »
When you are choosing where to embark, hit Tab to see more pages of info. One of those pages will show a list of dwarf civs and you can use the +/- to switch between them.

Usually after creating the world, I use 'p' to export info to files and then when embarking I can also check the dwarf civ by reviewing what the region*world_sites_and_pops.txt.

2512
DF Gameplay Questions / Re: Farm plot not taking seeds question
« on: January 19, 2017, 09:23:07 pm »
Check each square of the problem plot for "Inside Dark Subterranean". If there is a tree overhanging your plot, the tree trunk that extends out from the central trunk may be overhanging your plot and that will stop the light as well. I've the same sort of "pit with a ceiling" that you do and have cavemoss growing next to outdoor plants because of the overhanging trees. The thing I am considering is that you may need to rebuild the plot or cut down a tree, because if the plot was built while 100% "Inside Dark Subterranean" then it may act funny after being partially exposed to light (and reject both seed types). But mountainous biome is another possibility and you may need to rebuild it elsewhere.

2513
DF Suggestions / Re: A handful of ideas (will be expanded on)
« on: January 19, 2017, 03:20:25 am »
While im on the subject of good biomes, theyre rather dull compared to evil biomes. Perhaps, if possible, more creatures could be added? I love how unicorns give the good biomes a minor amount of danger, more like that please!
Sprites! These little guys (vermin) will "dust" a dwarf that blunders through their merriment. This is similar to getting entangled in cave spider silk or getting thrall dusted, but the dwarf becomes a party-organizer! This is not dangerous to your dwarfs, but the overseer might snap and start a cat breeding program.

2514
Check your stone stockpile and make sure it is set to allow 3 wheelbarrows and that you have 3 free wheelbarrows. Wheelbarrows will move stone 5 or 10 times faster than a dwarf and 3 is usually enough to support a legendary mason.

Usually I end up with one small stockpile with three wheelbarrows near the mason/mechanic/crafter shops. It is set to accept from links only and to 't'ake from two or three larger stockpiles, usually about 10 z down. Those larger stockpiles each have 3 wheelbarrows. So, when all three shops are going fulltime, the little stockpile is only sending wheelbarrows down to the larger stockpiles. It also triggers a steady stream of 3 hauling jobs per stockpile instead of using all your dwarfs at once, because a stockpile with wheelbarrows will limit the jobs it creates to the number of wheelbarrows 'owned' by it.

2515
DF Gameplay Questions / Re: Dwarves suddenly opposed to life
« on: January 18, 2017, 04:54:46 pm »
This is where the post chain was getting answers http://www.bay12forums.com/smf/index.php?topic=15096.msg7321131#msg7321131

2516
DF General Discussion / Re: Unofficial Linux Lazy Newb Pack
« on: January 18, 2017, 06:59:04 am »
I had to set some ptrace configuration manually:

sudo your-favorite-editor /etc/sysctl.d/10-ptrace.conf

change:

kernel.yama.ptrace_scope = 1

to:

kernel.yama.ptrace_scope = 0

this will be active after restarting the system.
There is a better way!! Change into the DwarfTherapist directory and "sudo setcap cap_sys_ptrace=ep DwarfTherapist". This will disable ptrace access for DT only.

The difference is that "kernel.yama.ptrace_scope = 0" will allow all software in your session to access memory space allocated to other apps, meaning that some hacked internet browser site/script can exploit some security flaw in another running app on your machine, and allow long-term infection. It would not matter if you were playing DF or not, the risk exists while ptrace is disabled. A purpose of ptrace protection is to prevent malicious software from being able to inject malware code into other running software.

By only allowing ptrace access to DwarfTherapist, you are minimizing the risk. You can go through the DT source code and see what it is capable of.

Though I'm not sure launching just the DT with sudo is worse than giving all apps ability to access each other memory (guessing, if that disables DT sudo), that's pretty nice set of instructions, especially to have in one place - didn't know or still not remember about changing ptrace_scope, myself.
Running DT with sudo is *much* safer than disabling all ptrace protection, for the reasons above.


2517
Has there been research considering the effectiveness of weapon types combined with the being's strength and agility stats? While material type matters, it seems that a battleaxe would require a higher strength to wield effectively and accurately simply because it is a heavier weapon and because the center of mass is further away. If you've ever split wood, you'll know what it is like. The weapon may also be less useful for blocking or parrying for the same reasons. I've presumed that the effectiveness of a battleaxe would diminish significantly in the wrong hands and have put weaker dwarfs in spear and sword squads where agility seems more valuable.


2518
DF Dwarf Mode Discussion / Re: Opening moves
« on: January 18, 2017, 04:22:02 am »
I'm still pretty new, so this may not be the best plan of action.

Spoiler (click to show/hide)
This *is* the best rule.

2519
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2017, 07:35:55 pm »
Butchering also panics animals that see it, including merchant animals.
It upsets tame animals too. Some 200 turkeys were mass-butchered in the nest room and the 10 remaining birds all had blinking down-arrows.

2520
DF Dwarf Mode Discussion / Re: Opening moves
« on: January 15, 2017, 07:20:28 pm »
The embark I've just started on, I have everything I need and all the skills I want. I bought up all the "free" barrels and bags. However, no magnetite, hematite or limonite, no lignite or bituminous. No iron goods available, though there is steel, both bars and armor/weapons. The only flux is marble, the only magma-safe is quartzite, the only ores sphalerite, galena and tetrahedrite. (Maybe it's a sign I'm not supposed to run for the magma this time.) How would you spend the remaining 700+ points?
My 3x3 embarks always have flux in one of the biomes, so when the ore options on embark are limited, I plan on trade/invader/mining to obtain iron and copper and ignore the expensive steel bars. I take about 10 tetrahedrite to get some early silver for weapons to sell in the first year and then spend a lot on sphalerite, bismuthinite, and cassiterite, most of which sits idle until I get to the magma. Copper always shows up from invaders, traders, or mining, so the sphalerite is for brass mugs/tradegoods, the bismuthinite is a stone-substitute to make blocks in case I need to make a d-slit to get through the aquifer to get to more stone and the remainder is for bismuth bronze, and the cassiterite is for the bronze alloys (because if there is an iron shortage then bronze will be useful for armor). I still race for the magma for the cheap smelting costs. You could also buy 50 turkeys and butcher 40 of them in the first few months, for a large pile of meat and leather. This takes a lot of dwarf labor but if the surface is evil/untamed and there is an aquifer, it will keep some dwarfs busy while you are trying to get through the aquifer to get to stone.

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