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Messages - Frumple

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28891
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 04, 2010, 05:18:26 pm »
question for somebody with a suicide wish:


EDIT: whoops, my bad jarathor, fixed it.

Spoiler (click to show/hide)

Oh, and fellow that was asking about the caves: They've got the same symbol on the map as your basic mined rock, the little solid circle-thingy. You can actually set them to display via world-gen options, at least for fortress mode.

28892
DF General Discussion / Re: HFS is More Evil Than Ever [Spoilers]
« on: April 04, 2010, 12:18:18 am »
Interesting thing to note about the demon populations: Each individual type is listed in the world population stats as 'unnumbered'.

The only thing that has a similar designation is some few, freakishly numerous, vermin. Ants and such.

Apparently any single demon species has enough numbers backing it to... match, in a strict number sense, the population of pretty much the rest of world's species, combined. Any single demon species. The smallest worldgen default has 20 of 'em.

Dorfworld is officially screwed... and that's considering the state it was in before.

28893
5 z-level drop? You got lucky... I've already seen at least two instances where it was better than a dozen from the lowest point, even more from the absolute top of the chute (more like forty or fifty, in that case).

HFS flooring seems to act a little differently when you land on it, though; I had an adamantine-dwarf adventurer that had made several 5+ z drops die to falling only two onto the stuff. Might've just been an odd material reaction, what with the adamantine tissue hitting something harder than itself... for once.

28894
DF Adventure Mode Discussion / Re: Underground exploration!
« on: April 03, 2010, 11:43:18 pm »
Only time I've managed to get below the first layer or so cave-spelunking was when I jumped my adamantine-dwarf into a magma pool. Probably fell... well, at least 30 z-levels, into a magma sea. Spent probably an hour after that swimming around -- had to mod in magma-vision to and fire immunity just to keep spam down (My mini-colossi don't die to magma, but constantly alt-moving and spacing through the 'you are immersed in lava' or whatever that is is bloody annoying.) -- checking things out. Saw two adamantine chutes, but couldn't manage to get into 'em. Eventually let the poor bugger starve. Just couldn't find a way out of the sea...

Spoiler (click to show/hide)

28895
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: April 03, 2010, 09:05:59 pm »
Kind of a minor note for the cave-in heavy propositions earlier in the thread: You can disable or change the display of announcements now. Their behavior's controlled by the /data/init/announcements.txt file.

28896
Actually, I think more than one of them was, though they may have gained the name after they started pounding on one of my ad-tine mini-collossi. That's probably what's causing it, in any case.

28897
DF Bug Reports / Re: Hunter won't hunt
« on: April 03, 2010, 08:08:30 pm »
You need a quiver for the hunter to hunt. They will no longer carry ammo in a free hand. Probably need to have outside refuse gather on too, to get 'im to haul the corpse to the shop.

28898
Embarked on top of a cave, upon arrival there's this massive pile of junk spread out over a large portion of the map, especially within the cave and the cavern it connects to.

On top of the small giant population within, there's somewhere between two and three thousand assorted bits of food and crafts stuck in the 2x2 area, mostly in and around the cave itself.

A representative picture:
Spoiler (click to show/hide)

Most of the z-levels of the cave, from the bottom of the cavern to the top of the hill covering the entrance to the actual cave, looks more or less like that. The miasma seems to be coming from the food that was laying around.

A poorly displayed list of what was laying around:
Spoiler (click to show/hide)

Nothing in said list was brought with the settlers.

As a side question, is this happening to anyone else? You can have caves display by default in the worldgen params, if anyone's interested in checking it out.

28899
DF Gameplay Questions / Re: How do I hunt?
« on: April 03, 2010, 04:44:28 pm »
Depending on where it died, you might have to turn on outside refuse gathering. I think they ignore corpses on the surface if that's not on; they won't haul those ones down to be butchered. Other than that, just make sure you've got a refuse pile designated somewhere, the butcher shop's up, a butcher ready, and you haven't forbidden the shop. Should work, possibly without the refuse pile, I'unno.

28900
DF Modding / Re: Post Your DF2010 Questions Here
« on: April 03, 2010, 04:05:05 pm »
1. Anyone know if there's a way to trick solid or liquid glob breath weapons into melting things? Ridiculously hot trailing or undirected gas eventually melt those bloody colossi, but I'd really like to have globs do it instead... their firing method is much more effective.

2. Is there anything akin to acid? Several of my worlds have unkillable HFS; being able to melt them without resorting to heat is probably the only thing short of cave-in or rock encasement that's going to end 'em.

28901
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 03, 2010, 03:57:01 pm »
Yeah... easiest way to get the initial skin for the quiver is probably to just have a few military dwarves murder something fuzzy; you can target random wildlife for killin'. Slaughtering a random animal, probably one of 'em that dragged the wagon there, works to.

Now that I think about it, it's probably more efficient to just have an off-duty squad do your hunting, honestly. More management involved, but much less fiddly (well, once you parse the basics of the military controls, heh), and the soldiers get some training in.

28903
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 03, 2010, 03:32:16 pm »
Apart from allocating ammo to the Hunters group... what else do I need to do to get him to hunt?

Near as I can tell: You need your launcher, allocated ammo, and a quiver, or they won't even try.

The fairly annoying thing is that the hunters seem to refuse to stuff more than one stack of ammo into their quiver. I couldn't figure out how to get them to hold a second stack in their hand either, and when they run out of ammo, they cancel their hunting job and go loiter around for a while.

Anyone know if there's a way to convince the guys to hunt with melee weapons?

28904
From what I can see via arena mode testing, the colossi (almost) only die by melting, yes. Magma or sufficiently hot gas -- you'd have to mod that in though, probably -- will eventually kill them. They can still kill a fair number of ridiculously fast, super-hot gas breathing, dwarf-size adamantine colossi before the hoard manages to melt 'em, though.

For most other similar critters (undead, blizzardmen, etc), about the only way I've found that kills them is to get lucky and chop off something important before the thing gets damaged to much to be cut off, which is incredibly nonsensical.

You can one-shot a blizzardman (taking off its lower torso, ferex), but if you set it on fire all its flesh and most its inner-bits will eventually burn off and everything left essentially melt, leaving you with nothing to cut off; you end up with an unkillable -- save cave-in/solidifying lava encasement -- creature. Beating on it for a while will do basically the same thing, unless you manage that lucky sever.

Best chance you've got in fortress mode, I think, is to make sure you've got big-damage (great axe works decently... sometimes) weapons on highly trained dwarves and hope they take the thing down before it hits the critical damage point that renders the buggers unstoppable.

28905
DF Modding / Re: SPEED:1 in DF2010?
« on: April 03, 2010, 02:06:24 pm »
It's been mentioned/noted in probably a dozen+ places already, but the piece of information you're looking for is that there's individual raw files in the particular region's save; you need to edit those in order to change how a critter works in-game without regenning the world.

The basic raw/objects files are only called when you generate a world (or specifically choose it in arena mode); afterwards, any on-the-fly editing has to be done via the individual save's files.

Speed:0 dwarves are working just fine, so you shouldn't have any trouble with it, once you're working in the right spot.

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