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Messages - Drazinononda

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481
A lot of those issues come from the [SHAPED] tag on various items of clothing/armor. Each body part can only wear one [SHAPED] item each, and the list of those includes quite a bit of non-armor items. Leggings, shoes, caps, leather armor, and masks are all shaped, but can be made out of soft materials. It is quite annoying when you lose a perfectly good soldier because he's wearing all metal armor except cloth shoes instead of boots, then gets stabbed in the foot and killed when he gives into pain.

Also, each body part can only support up to a certain amount of total clothing/armor. I'm not quite sure how exactly that works, but it's here: http://dwarffortresswiki.org/index.php/Armor#Size.2C_Permit.2C_and_layering_armor

482
DF Dwarf Mode Discussion / Re: So everyone is starving AND thirsty,,,,,
« on: October 21, 2012, 06:29:04 pm »
I'll assume you're not getting "cancels Brew Drink: needs empty food storage item" since you haven't mentioned it at all, though that's about the only reason I ever have beverage supply issues with setups similar to yours. What level are your brewers? Even with two stills, if you have Novice Brewers working on the drinks, they're going to fall behind.

483
DF Dwarf Mode Discussion / Re: Tundra
« on: October 21, 2012, 12:06:15 am »
For me, default worlds are for Dwarf mode, not Fortress mode.

I am disappoint. "Dwarf mode" and "Fortress mode" both refer to the mode officially called "Dwarf Fortress" in the game. The other modes are "Adventurer" and "Legends."

484
DF Dwarf Mode Discussion / Re: I can't remove a rough floor.
« on: October 20, 2012, 09:06:45 pm »
A red "C" means it is the top of a constructed wall.

This. Go down a level and remove the wall there; it'll show up as a green C when you're on the correct Z-level.

485
DF Dwarf Mode Discussion / Re: Best ways to troll somebody's raw files?
« on: October 20, 2012, 10:47:41 am »
make dwarves immortal killing machines with adamantinr skin, no alcoholism or cave adaption, dragon breath, legendary in all skills, swimj innate, no hunger, resistance to temp, no fear, no nerves, etc. etc. While such dwarves are awesome it'd also make the game so pointless it'd just be boring.

Unless you also give them the "opposed to life" tag so that the embark immediately devolves into all seven dwarves engaging each other in eternal combat, burninating the countryside and all its life. The first two hardcoded migrant waves only add to the !!Fun!!

486
DF Dwarf Mode Discussion / Re: Most annoying dwarf death
« on: October 19, 2012, 12:20:13 am »
My current fort lost a metalworker (novice immigrant, nobody important) to thirst because he sidestepped onto the supposedly-inaccessible curtain wall...

487
DF Dwarf Mode Discussion / Re: Another reason to hate elves
« on: October 17, 2012, 12:54:57 am »
Hmm... I'm not sure if caravan members are historical figures or not, like diplomats are.  Does anyone know?  If so, it's entirely possible one of the caravaneers could have been a werebeast.  I read a post about a clown caravaneer, but I'm not sure if that was modded or not. 

Either way, kill them with fire.  It's the only way to be sure.
Course they are. Remember the Trader-Migrant Bug?

That's the other way around though: they're Historical after they visit your fort. In my experience there's no evidence that traders are selected from a pre-existing pool of migrants, unless you count that you can meet "Trader" NPCs in Adventure mode, which is more likely due to the random distribution of skills to NPCs including Appraisal than to any notion of function linked to Fortress mode.

488
DF Dwarf Mode Discussion / Re: Not sure why I'm having tantrum problems.
« on: October 16, 2012, 11:40:22 pm »
You say it's a new fort: is it possible that these are dwarves coming in from an old fort, where they'd be unhappy from whatever caused that fort to end?

Also your best lead is to check their thoughts. Only the ones listed on that page have any effect on their current happiness, so you should be able to track down everything that's wrong.

489
DF Dwarf Mode Discussion / Re: Races
« on: October 16, 2012, 08:31:56 pm »
Other: Keas

490
DF Dwarf Mode Discussion / Re: Finely minced everything.
« on: October 16, 2012, 03:04:18 pm »
Don't knock it: I make rum cakes and wine cakes on occasion. It's good stuff.

491
DF Dwarf Mode Discussion / Re: Impact of climbing on Fortress mode
« on: October 16, 2012, 03:01:04 pm »
I imagined that the climbing would just treat the space around a rough wall as stairs, basically. There's already pathfinding for stairs and I don't see any instance where a space adjacent to a rough wall would be functionally different than an up/down stair. Correct me if I'm wrong.

492
DF Dwarf Mode Discussion / Re: Impact of climbing on Fortress mode
« on: October 15, 2012, 08:19:59 pm »
I think climbing is good, but the additional pathfinding will be a serious computational burden. Maybe restrict climbing to invaders?

What additional pathfinding?

493
DF Dwarf Mode Discussion / Re: What Is Your Preferred Endgame Condition?
« on: October 15, 2012, 08:15:37 pm »
I consider the game won when my settlement crumbles, all the dwarves having fought valiantly to their last breath against goblins/humans/zombies/spoilers. Anything else I consider a loss.

494
DF Dwarf Mode Discussion / Re: Best ways to troll somebody's raw files?
« on: October 15, 2012, 07:57:00 pm »
Increase the speed of keas, macaques and other kleptomaniacal animals.
Remove all footwear from the raws.
Increase the density of common materials to ridiculous numbers.
Give high fixed temps to a few second- or third-tier product materials (soap, dwarven rum, etc.)
Add the [CURIOUSBEAST_EATER] and [CURIOUSBEAST_ITEM] tags to badgers, ravens, boars, carp, elephants...

495
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 15, 2012, 07:45:34 pm »
I saved the fort with a single dwarf.

That's why I never quit until the only dwarves left are insane. Or children, because really, who wants to run the game for seven years while that kid grows up.

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