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Messages - Shurhaian

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196
DF Dwarf Mode Discussion / Re: Embark Strategies
« on: April 13, 2010, 12:48:22 pm »
I'm not really good at putting a whole build together, but some general points:

-Starting with a layer of soil means quick and easy excavation of initial stockpiles and living area, and also means there's no need to worry about stone cluttering it.
-Keep the anvil - it's cheap, and is one of few things that can't be made from scratch.
-Take at least one pick. Even if you intend to smith tools, that initial start on mining is a major boon.
-Drop at least one battle-axe. It's probably better to make your woodcutter an axedwarf than to try to find room for skills on two separate dwarves.

Probably won't be able to do too much actual tinkering to come up with more anytime soon - desktop computer seems to be dying(either memory or motherboard or both having Issues) and my laptop was marginal with 40d##, never mind 31.x.

197
DF Dwarf Mode Discussion / Re: Starving/Drowsy beside food supply.
« on: April 13, 2010, 11:44:03 am »
Is there perhaps a dining room somewhere that he's trying to get to but can't? Maybe in another burrow or somesuch?

198
had a chance to try it out. Had no trouble getting the sawmill built, although as a minor tweak the second stone required for construction is somewhat extraneous, as the game can use the same block used for the first part to fulfill the need (i suppose it works the same as smelting steel, the coal functions as both fuel and consumed as part of the reaction)

That's very curious, as this is no longer the case in 0.31. When I was making pig iron or steel at a non-magma smelter, there were two bars of coke brought to the smelter to do so.

Clarification: I'm not saying that what you say about the sawmill is wrong(I haven't had the chance to test this mod) - just that the smelter's use of coal has been changed to no longer allow one coke to stand for two things. (I'm not sure how this works for smelting billon with tetrahedrite - every time I've thought to check, I've also had other ores of copper and/or silver around, so didn't bother testing as the results wouldn't be reliable unless I knew the tetrahedrite was brought in first. In 40d, one unit of tetrahedrite ore would suffice for two bars of billon, as it counted as both "ore of copper" and "ore of silver"; I don't know if it's still that way in 0.31.)

199
DF Dwarf Mode Discussion / Re: Hydrodynamics Education
« on: April 09, 2010, 03:14:48 pm »
I've figured that one of the big reasons why so many people are reporting that fishing is much less useful than before ("I have no fish anywhere!") is because the fish are all getting bundled up at the exit end of the river/stream by the force of the flow where they get hit against the walls over and over again until they die.

Actually I have to disagree on this. Aside from the question of whether or not fish can be killed that way, being vermin, the real problem is in maps without flowing water; pools and the flooded portions of caverns are lacking in fish(except turtles and/or lungfish as appropriate). The map I played on that had a brook was loaded with enough fish that four fisherdwarves couldn't exhaust the supply.

200
DF Dwarf Mode Discussion / Re: Prep for surgery! stat!
« on: April 08, 2010, 01:01:30 pm »
I think casts are supposed to be for compound fractures - things that'd need a traction bench.

201
DF Dwarf Mode Discussion / Re: Hydrodynamics Education
« on: April 08, 2010, 12:21:46 pm »
I think the reason that rule became relevant was magma, which DOESN'T obey the usual pressure mechanics but can be pushed up to the pump's level through a u-trap.

202
DF Dwarf Mode Discussion / Re: Fun with burrows (yes, fun)
« on: April 08, 2010, 12:15:28 pm »
...also, by creating a 1x1 burrow... you could technically assign a noble to it and wall him/her in on this very 1x1 spot. Sounda kind of nice, he is still in there struggling while the other dwarfs are doing their business as usual... maybe his scratching and howling can be heard at night... who knows...
"For the love of GodArmok, MontresorUrist!"

203
DF Dwarf Mode Discussion / Re: Prep for surgery! stat!
« on: April 08, 2010, 12:08:00 pm »

I can confirm that, I've had a dwarf suture a certain wounded dwarf about 20 times and he still is in his bed with a brown wound.
Are you sure he's actually finished the task? Does the wounded dwarf's treatment history show him as being sutured? Or did he start the task and never finish it?

204
DF Modding / Re: Erk's small 0.31 farming mod (in devel)
« on: April 08, 2010, 11:58:54 am »
You know why you had to irrigate in 2D? Same reason you have to irrigate on deeper layers in 40d, which I don't doubt will be maintained once this bug(yes, it's a bug, not a "feature) is fixed in 0.31 - because you're doing it on bare rock.

Spreading mud over rock makes some degree of sense to make it farmable. Spreading mud over soil? Not so much - the soil is probably far, far richer than the bit of mud you're slopping on top.

That farming is overbalanced is a separate issue. As with economy, cooking is currently a placeholder. Modding it to taste is well and good - but don't go and call a bug otherwise just for nostalgia's sake.

Eventually, DF may require actual irrigation(for any farm plot that doesn't e.g. get enough rain). That'll be another matter, especially since there will presumably be support for having dwarves do it as necessary. I look forward to that. Maybe it will require that all farming be done over damp soil(or damp muddied stone) or the yield will become tiny; that'll involve some extra planning to keep channels under the farm full of water, and presumably the farm plots will leach water over time. That's irrigation.

The current method is nothing more than slopping water over stone, once, to get a bit of mud on it - that's not "irrigation", not least because a single application of mud will keep a plot arable forever(well, unless it gets destroyed and the mud gets "cleaned" by the passing of seasons). Since the essential part is not the water, but the mud, having it be a required step for farming on otherwise arable soil makes no sense whatsoever, and is, in fact, a bug.

205
DF Modding / Re: Gender specific names for livestock in DF2010
« on: April 08, 2010, 11:19:45 am »
If something is in the [CREATURE] section, not [CASTE], that means(if you go by the write-up with dwarves in creature_standard) that it applies to the whole race; caste level attributes can go there too, and are automatically inherited by any caste beneath it. That inheritance can presumably get overridden by reusing that tag specifically in the [CASTE] section in question - that is, you could have lions and lion cubs, but under the female caste, give them the name of 'lioness'.

Treat the [CREATURE] section as being a 'default caste' of sorts and it might make a little more sense to see when one caste has an attribute and another does not.

206
I know we're not supposed to log bugs against this version, but I'm just wondering:  Does anyone else see some of their dwarf skill levels not showing up in the grid?  Specifically, I have to identify my mechanic in my grid by finding the only guy with mechanic enabled, because his skill level isn't being represented (I run into this when I'm looking to turn off his hauling jobs so he'll pay attention to the orders for the damned mechanism so I can close my fort!)

I have the same problem - also, in fact, with the mechanic. I'm not sure if I've run into it with other skills, but that one in particular seems to be all too frequently missing from the grid.

207
1) that magma is several dozen z-levels below the surface, well out of range of any reasonable fortress.
2) pumps dont transmit power vertically, making pump stacks more difficult and expensive.

1) is variable. I currently am faced with a 20-z pump stack - not trivial, but not horrible.
2) - are you sure about that? Did you perhaps miss digging out the channels under the impassible tiles? My pump stack is not yet finished, but those that are in place are all reporting 59 power needed, suggesting that the system is properly linked up.

208
I'm pretty sure the long delay here was because Toady wanted to cram in as many things that would break savegames as possible, and leave the incremental fixes and non-save-breaking stuff for afterward.

But it can't be nice to have thigns that were kind of worked on as big features to be seen as liabilities, it's true.

The things that are frustrating me are bugs; some of the other issues can be fixed with a little tuning, too.

209
DF Dwarf Mode Discussion / Re: DF2010 Military Management
« on: April 06, 2010, 09:23:33 am »
That sounds like they were happily obeying their material orders, yes.

Might want to have wooden bolts set to both training and combat.

210
DF Dwarf Mode Discussion / Re: Vermin work-around
« on: April 06, 2010, 09:18:36 am »
This work-around doesn't, for me. Instead of remains I get chunks, which cause exactly the same sort of clutter... :(

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