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Messages - Maestro Ugo

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1
A quick test in adventure mode:

Auto attack now predominantly uses the weapon, while in 40.03. it was all about wrestling. So I guess one needs a new game for this to be effective.

2
I think the key word here was "should."

Or "people".  :D

3
DF Dwarf Mode Discussion / Water and all that jazz
« on: October 31, 2012, 05:58:09 pm »
Okay, I have a few general questions about water and fluid in DF. Keep in mind that I have never actually dabbled in water working before. I have abandoned this idea for my current fort as my -1z level is too dug up to support a moat, but would like to know for future uses.

I have a biome without any running water, just a bunch of murky pools at the ground level. I would like to build a closed system that would pump fresh water and provide for a moat, a waterfall and hospital use. I envisioned it something like this (actual levels might be a bit off):



a - murky pool (here only one is depicted, but I intended to channel from 4 different pools).
b - some sort of vertical chasm for water to flow through
c1 - one time cistern
c2 - perpetual cistern
d - a stack of pumps one on top of each other
e - moat

basically, my plan was to channel water from various murky pools (one at a time using floodgates) into one big cistern. Than pump the water up a few z level to fill the moat. Water would than be channeled from the moat to another cistern (c2) and on the way provide a waterfall in my dining hall and fresh water in my hospital. From c2 it would than be again pumped into the moat, closing the circle. The dark line in d designates where it would be cut of after initial pumping. This would in theory provide a closed system of fresh water running around my fort.

I want to ask, would this be doable? If so, how could I calculate how much water would I need for this closed system to work? Also, what is the best way to channel water down? Up-down stairs? Ramps?

Also, is it possible to dig a hole in the ground through multiple levels? How would one go about doing that? Would I need acces hallways at every level, or is there a different way?

Thanks for any input.

4
DF Modding / Re: Graphical glitch
« on: October 31, 2012, 05:23:35 pm »
Thank you both! It works for me!

5
DF Modding / Re: Graphical glitch
« on: October 31, 2012, 01:40:08 pm »
Okay, that changes the font and removes the glitch, but this new font is large and some letters are coloured and is very hard to read, how do I go about changing the font?

Cheers!

6
DF Modding / Graphical glitch
« on: October 31, 2012, 01:35:00 pm »
First of all, this might be out of place but for some reason I can't post in the bugs thread.

I'm using Lazy Newb Pack (Phoebus tileset) in a windowed mode, and certain characters seem to randomly disappear from the game. I post here as it might be connected to the mods I use. It's actually a pretty big problem as I can't see what certain dwarves are doing. It applies to all the menues across the board.

Some examples:





Any idea what's going on?

7
DF Dwarf Mode Discussion / Re: Building a 'Village' above ground?
« on: October 31, 2012, 10:16:52 am »
Trees regrow after a time.

If you are embarking in a heavily wooded area, having 3 woodcutters working 100% on woodcutting, still didn't deplete it as the trees regrew. At least that's my experience.

8
DF Dwarf Mode Discussion / Re: Stockpile question
« on: October 30, 2012, 04:25:33 pm »
I figured it out! I managed to turn off both things under "Additional options" wile trying to set it up - it's working perfectly now!

*MegaFacePalm*

I just love how one can micromanage this game beyond all sanity.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 30, 2012, 03:45:39 pm »
I have finally struck flux! Armok be praised! We will be making sweet, sweet steel after all!  8)

10
DF Dwarf Mode Discussion / Re: Stockpile question
« on: October 30, 2012, 12:53:19 pm »
How would one go about using "take from", I have never used it before?

11
DF Dwarf Mode Discussion / Stockpile question
« on: October 30, 2012, 12:31:05 pm »
Sorry if this is noobish, but I'm one so it's to be expected...

I want to super specialize my stockpiles. To be more precise, I've build an "export" stockpile near my enterance to store items I will sell. I want to sell rock mugs and wooden crossbows (I'm training my bowyer). I have allowed wood and stone under finished goods for that stockpile, as well as selected only crossbows and goblets for that stockpile. I have also disabled goblets in my general finished goods stockpile as well as crosbows in my weapons stockpile.

Still, for some reason, the goods are not being transfered, what am I doing wrong?


12
DF Suggestions / Re: Max Migrants Per Year
« on: October 30, 2012, 07:53:18 am »
Damn. Thanks for the answer. We really need finer control over this. 

13
DF Suggestions / Re: Max Migrants Per Year
« on: October 29, 2012, 11:43:39 am »
Well, the question if it fits within the whole system/philosophy is debatable, but surely - exporting it would make both sides happy.

Could I fiddle with it in the following manner: I use the "Lazy Newb Pack" and it has the Fort Cap Limit as one of the variables (default: 200). Let's say I'm currently at 50 dwarves, could I set the cap to, let's say - 60 before loading the game for the next time. Than, after I get immigrants up to 60, I save - exit - change the cap to 70 and so on. In this slightly time consuming way one could have a fine control over the migrant influx. Is this possible, or does this variable influence only newly started forts?

14
DF Suggestions / Re: Max Migrants Per Year
« on: October 29, 2012, 08:36:59 am »
No he's not, actually. I revived an old thread because I didn't want to start a new one with the same topic. His post is from March.

Could someone who better understands the internal workings of DF tell me how hard would this cap actually be to implement? While we are hovering the subject - do we know exactly what influences the number of migrants coming to a fort, besides wealth? Also - there seems to be a very large margin of randomness involved - do we know how predictable/random this variable is?

15
DF Suggestions / Re: Max Migrants Per Year
« on: October 29, 2012, 04:51:20 am »
I would definitely agree with migrant reduction. Or alternatively, exporting it somewhere so it's editable/moddable. I hate having a fortress of 20 dwarfs all micromanaged to death only to be swamped by 36 migrants in one wave. Growing is fun, but I would also prefer it to be more gradual.

I understand that this game is more fun when played in a harder/more evil biome, but for newbs just trying to understand how things work and establishing production in good areas, the numbers are just two high. I would like to limit the number to half-a-dozen or so per season, and only more in extreme circumstances.

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