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Topics - Dame de la Licorne

Pages: 1 2 3 [4] 5 6 ... 8
46
Hiya,

Is there any way of preventing a liaison meeting?  Because I'm trying to run a generational fort, and need both initial migrant waves.  But every time my liaison comes, the meeting happens, he leaves, and I get no autumn migrants.  (I don't want to push the pop cap up, because I don't want any later waves.)

-Dame de la Licorne

47
DF Modding / Question about ORIENTATION tag
« on: July 18, 2014, 07:15:06 pm »
Hiya,

So I just found out about the new ORIENTATION tag, and I was wondering the following:  if I add the tag (and put in non-default values), do I need to generate a new world?  I'm thinking not, since the creature would already be present, but I want to make sure.

-Dame de la Licorne

48
DF Gameplay Questions / Marriages anyone?
« on: July 18, 2014, 04:32:57 pm »
Hiya,

I was wondering, has anyone had a founding dwarf get married yet?  None of mine even have lover (by the end of the second spring), even though they all have an age-appropriate match.  So has arranging marriages gotten more difficult in this version?

-Dame de la Licorne

49
Hiya,

This is more of a tweak request than a new suggestion.  When a tree is growing next to the pond, sometimes it will drop its logs into the pond (if the woodcutter is standing on the opposite side of the tree from the pond).  It's a bit annoying to have to drain the pond in order to get the logs back.

Tweak:  could you make logs not drop in water?

-Dame de la Licorne

50
DF Gameplay Questions / Liaison left map, no migrants
« on: July 18, 2014, 11:20:23 am »
Hiya,

I just had a caravan (the first for the fort) come in where the liaison blitzed through the conversation and left at mach 7 as the traders arrived at the depot.  I had no migrants arrive that fall (the summer wave had pushed the total numbers over the population cap).  Is this a new intended behavior, that the second migrant wave is no longer hard-coded?

-Dame de la Licorne

51
DF Gameplay Questions / Can't plant seeds?
« on: July 15, 2014, 12:31:04 pm »
Hiya,

So I have pineapple and squash seeds, but when I open up the planting menu on the farm plots, it doesn't display squash and pineapples in the menu (for any season).  Are these seeds at all plantable?

And yes, I built above-ground farmplots, there is soil/mud, and I can choose to plant strawberries and muskmelons, just not squash and pineapples.

Edit: To clarify my question, is this a bug?

-Dame de la Licorne

52
DF Suggestions / plant growth/production
« on: July 13, 2014, 04:19:33 pm »
Hullo,

Given all of the new plants and crops, many of which (e.g. raspberries) are bi-annuals or perennials, the current farming system is probably now officially just a place-holder (IMHO).  So, although I'm sure Toady has ideas, I just wanted to put in my two cents worth.

Basically, I'd like to see the farm-growth system and the tree-growth system be merged into one, using aspects of each. 

1.  The shrub-type plants (e.g. raspberries) should get some sort of seasonal production tags (similar to the new trees), while remaining plantable as they currently are.  When harvesting shrubs, only the part harvestable in that season should be harvested, leaving the shrub to continue growing (bi-annuals/perennials).

2. The non-shrub-type plants (e.g. radishes, spinach) should also get some sort of tags specifying when they can be planted (e.g. spring) and an equivalent of the current [GROWDUR:#] tag, only the new iteration is not limited by season.  For example, you can plant onions in the spring (say in late Slate or early Felsite) and have them harvestable 2.5 - 3 months later (say in late Hematite or early Malachite).

3. Those non-tree plants that produce leaves, flowers, fruits, etc. should have growth modelled on the current tree growth, and these plants should be harvestable at different times, without destroying and having to replant the plant (like I assume is the plan for the trees once Toady gets around to finishing them).  However, having the extra growths abstracted out (so that these plants don't have to be multi-tile) may be an acceptable implementation.

Granted, this suggestion will most likely break save compatibility, so Toady may want to wait until he has several compatibility-breaking implementations and do them all together, but I think this format will provide a more realistic (and help create a more balanced farming system) than the one we now have.

Thoughts?

-Dame de la Licorne

53
DF Modding / help on updating a .34 mod?
« on: July 12, 2014, 10:44:03 am »
All,

I've been adjusting my .34 mods to work in .40.02, and I have a problem:

I can't seem to get my custom spiders to show up, so I was wondering if I'd missed a tag (example raw below)?
Spoiler: spider (click to show/hide)

Thanks in advance for your help!

-Dame de la Licorne

Edit:  I added a [MUNDANE] tag, and three world gens later they magically started appearing.  Not sure what the problem was, nor do I know what I did on that last world gen to fix it.

54
DF Modding / help with this mod?
« on: May 21, 2013, 07:54:37 pm »
Hello all,

I've been digging around my old files, and came across this partially finished mod that I never managed to get to work.  None of the reactions/buildings/items show up in DF, but I can't seem to track down the issues.  I'd appreciate any feedback from the more competent modders in the community as to what I need to fix.  I've grouped each type into spoilers for ease of reading.

Spoiler: Reactions (click to show/hide)

Spoiler: Building (click to show/hide)
-> now working

Spoiler: Inorganic stuff (click to show/hide)

Spoiler: Tool (click to show/hide)
-> now working

Essentially, I want the two reactions to take place in the building.  The first reaction makes the "inorganic stuff" (alumina slurry) which is then used in the second reaction.  But...nothing shows up in DF.  I can't even make the large barrel (the tool).  And yes, I did generate a new world.  So, any ideas for what I did wrong?

Yours,
-Dame de la Licorne

55
DF Modding / Modded vermin not working
« on: December 14, 2011, 09:59:54 pm »
Hi,

I wanted to add a few more spiders to show up in different conditions, so I copied the phantom spider entry and made some adjustments, adding the new spiders to the creature_other.txt file.  I got the forest spider to show up in the first subsequent world that I genned, but neither of the following two spiders have shown up in any of the following worlds.  Any ideas as to what I've done wrong with the following entries?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

My latest embark location is a tropical coniferous forest, which should support both spider types, but I haven't seen any sign of them and I'm now well into the first summer of this embark.

 - Dame de la Licorne

56
DF Gameplay Questions / DF can't find an "entry point"?
« on: May 29, 2011, 07:07:58 pm »
Hullo,

After a long hiatus, I recently decided to get back into DF.  After realizing that the new Mac version doesn't work on my Tiger machine, I loaded up the Windows SDL version and installed it in Windows XP using Parallels Desktop on my Mac.  After extracting the files, I go to start DF and...get the following error message:

The procedure entry point DecodePointer could not be located in the dynamic link library KERNEL32.dll.

I replaced the kernel32.dll file with a more recent one and changed the regsvr32 so that it pointed to the updated dll, but I still get the same error message.  Has anyone run into this problem and/or have suggestions?

Dame de la Licorne

57
DF Suggestions / Additional Uses for Certain Rocks and Minerals
« on: October 15, 2010, 06:02:17 pm »
Anyone who has played any of the 3D updates of DF has probably had a moment (or several) where they discover a new type of stone, go to see what it's used for and...find out that it's just another rock (or gem, or...).  It might be a unique or cool (to that player) color, but in the end, it's just another rock.  Having lately decided to take an introductory geology class, I've discovered that there are several rocks/minerals with potentially unique uses that are not modeled in DF.  So the suggestion/request is as follows: add unique rock/mineral uses as appropriate.  This would help to ease the tedium (slightly) of constantly discovering "new" rocks/minerals that are used for the same purposes as the majority of the other rocks/minerals.  In addition, once ToadyOne adds more depth to the other races (as well as modded races) so that playing them is actually different from playing with dwarfs (who can make anything out of anything), these different rock uses might contribute to making the other races different.

So, below I've put together a short list of suggestions I have come up with, and I welcome any input from the community (especially since I'm not a geologist and don't really know anything about rocks, other than what was covered in the single class I took).  If someone would like to make a suggestion, please try to provide a link (or reference, in the case of a book/non-Internet source) to a supporting source for Toady to look at.  I will update this first post with any appropriate suggestions made or linked to in this thread.  Sections that are in green are suggested applications.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Rocks
  • Chalk - Chalk was historically used as a writing utensil, primarily on slate surfaces (i.e. blackboards).  It is also used in farming to raise soil pH of highly acidic soils.  When writing is implemented, make chalk useable in/as a writing tool.  It might also be used in farming  (Note: Chalk use in farming may be outside the target period.)  (source 1, source 2)
  • Chert - Chert (& flint) were used by primitive peoples to make arrowheads and other stone tools requiring sharp edges (similarly to obsidian), as well as to start fires.  Allow chert (& flint, if added to the game) to be used for simple sharp-edged tools such as arrowheads and daggers.  This could give adventurers an opportunity to make a weapon (although perhaps not a very good one), if they have the bad luck to lose theirs somehow (or if they only have a metal weapon but need a stone one to deal with some of the night creatures, or for other things).  (source 1, source 2)
  • Jet - Jet has historically been used as a gemstone, rather than a rock.  Allow (or change jet's classification) such that it can be treated the same way as other gemstones.  In addition, jet is very difficult to detail while being easy to carve, so perhaps some of it's decoration potential could be limited to more experienced jewelers (and this could potentially extend to other gemstones as well).  (source)
  • Slate - Slate has been used as roofing material (slate shingles) and as blackboards and writing slates.  When writing/written works are added to the game (beyond the engravings which currently exist), make slate one of the more common writing tablet sources.  In addition, maybe humans could roof their buildings with slate, though perhaps limit it to important buildings such as temples and the homes of important/rich people.  (source)

Minerals
  • Anhydrite - When anhydrite mixes with groundwater, it becomes hydrated and forms the mineral gypsum.  Create a reaction that mixes anhydrite with water to form gypsum, that can then be used to make plaster powder.  (source)
  • Graphite - Graphite is commonly used as a lubricant of things that might be damaged by an oil- or grease-based lubricant.  Allow graphite to be used as a lubricant of machinery and/or traps.  Such use would either increase the efficiency of the machinery (maybe less power needed per component when lubricated) and decrease the possibility of lubricated traps jamming (perhaps increasing the chance that lubricated traps would mis-fire if incorrectly lubricated).  In addition, graphite is used in pencil "lead", and the Chinese historically ground graphite with water for use as ink. So when writing is implemented, use graphite as a writing tool either independently or mixed to form ink.  (Note: The use of graphite as a lubricant may be outside the target period.)  (source 1, source 2)
  • Kaolinite - Kaolinite is historically a source of clay for use in pottery and ceramics, particularly those classified as porcelain.  When pottery is added to the game (possibly at the kiln), use kaolinite as a clay source.  Since it has to be mined, perhaps access to it should probably be limited to civs with access to the underground (dwarves, underground civs, etc.).  (source 1, source 2)
  • Magnetite - Permanently magnetized pieces of magnetite (lodestones) were used in early compasses.  Allow magnetite (or add lodestone) to be used in compasses.  Perhaps allow a possibility for certain pieces of magnetite to be used as magnets.  Additionally, perhaps "lodestone" forms should be limited to near-surface layers.  (source 1, source 2)
  • Mica - Mica forms very thin sheets and because of this was used in windows in ancient cities, as well as for early telescope and microscope lenses (when they didn't have the technology to grind glass thinly enough).  Let mica be used to make windows. (source 1, source 2)
  • Microcline - As a feldspar, microcline is used to make earthenware ceramics when mixed with clay.  Allow microcline to be used to make pottery, along with clay. (source)
  • Orthoclase - As a feldspar, orthoclase is used to make earthenware ceramics when mixed with clay.  Allow orthoclase to be used to make pottery, along with clay. (source)
  • Rock salt - Rock salt (also known as halite) is mined to make table salt.  Historically, it has also been used to preserve meat and fish, as an alternative to smoked equivalents.  Grind up rock salt (either at a kiln or the kitchen) and use it as a flavoring, which would grant either a bonus to the meal value, increased happiness or a happy thought (i.e. "had a flavorful meal lately") or perhaps both.  Should other flavoring methods also be added, the same system could be used for those.  Should food preservation be implemented, have salt be used at a kitchen to preserve butchered edible animal products, similarly to the rendering of fat, perhaps with the addition that preserved food needs to be stored in a barrel. Since it has to be mined, perhaps access to it should probably be limited to civs with access to the underground (dwarves, underground civs, etc.).  (source 1, source 2)
  • Talc - Talc is a common ingredient in ceramics and ceramic glazes.  When pottery is added, mix talc with clay sources to produce a slightly higher grade of pottery, and make talc a major ingredient of pottery/ceramic glazes. Since it has to be mined, perhaps access to it should probably be limited to civs with access to the underground (dwarves, underground civs, etc.).  (source)

Gems
  • Quartz (milk, rose, smoky) - Quartz (when ground up into a powder) is used in earthenware ceramics.  Allow pottery to be made from quartz, as well as from clay. (source)

Other
  • Gypsum Plaster - Since this is not a rock, maybe find a different designation for it that will take off the stone list, such a designation could also be applied to clay for pottery.  Maybe it would also help to fix the bug where doctors are stuck at wells with the "Apply Cast" job.
  • Clay (pure, surface soil layer) - Could possibly be used as another source of clay for pottery/ceramics when those are implemented.  Since clay is a surface soil layer, civs restricted to the caverns (such as antmen, etc.) should not have access to it.  Humans (primarily) and possibly elves (depending on how Toady treats them) should make most (if not all) of their pottery out of surface clay.
  • Peat - When dried, peat has been used as a fuel source, and burns fairly well, although it produces a lot of smoke.  Allow peat layers to be a source of fuel, for things like kitchen fires and warming fires, but perhaps it should not burn hotly enough for advanced metalworking (for metals such as adamantine).  In addition, if pollution is implemented, peat should be the most polluting fuel source, along with wood.  (source)
  • Anthracite Coal - Anthracite coal is the metamorphic form of bituminous coal and is the most efficient fuel in terms of energy/weight, as well as producing very little soot (the cleanest-burning form of coal).  Add anthracite veins (similar to lignite and bituminous coal) to metamorphic layers and allow its use as another fuel alternative.  If pollution is implemented, anthracite fuel would not create pollution, while other fuel sources might.  (source)

58
DF Gameplay Questions / How do I change the minimum in the training screen?
« on: September 21, 2010, 10:44:16 am »
Hi,

So, I finally decided to start playing the 0.31.XX versions and downloaded 0.31.12 (since I have a mac that has issues with 0.31.13), and I'm trying to set up a squad with 1 dwarf to train.  How do I change the training minimum from 10 dwarves?  When I remove all default orders, then go to {o} (give order) and cycle through to the `train' order, this is my screen:



How do I change the military minimum from here?  (The wiki is currently down or I probably wouldn't need to ask.)

Thanks!
-Dame de la Licorne

59
DF Bug Reports / [0.31.01] Animals bought from elves aren't listed
« on: April 04, 2010, 04:00:16 pm »
Having bought a groundhog and a fox from the elven caravan, I noticed that they don't show up in the "animals" tab of the "z" screen.  They are listed as tame, I can see them in the "u"nits list and I can zoom in, select them and have them butchered, but they aren't in the animals tab.

60
DF Bug Reports / [0.31.01] Dwarven caravan late
« on: April 03, 2010, 08:06:29 pm »
In the last version, the dwarven caravan would arrive on the 15th of the first month of autumn (Limestone).  In my first fort of this version, they waited until the 15th of the last month of autumn (Timber), is this expected?

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