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Messages - Tacomagic

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241
Looks like DT has been updated for 40.14.  I'd say that should be sufficient if we want to upgrade.

242
DF Dwarf Mode Discussion / Re: Your guys' thoughts on FastDwarf [DFHack]
« on: October 27, 2014, 09:15:32 pm »
I typically use Fastdwarf when doing SCIENCE!!.  It lets me set up the labratory in short order so I can concentrate more on the actual experiment.

243
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 27, 2014, 10:59:21 am »
Play the game for several years, just now realize that starting with 7 dwarves is a Snow White reference.

*Facepalm*

244
DF Dwarf Mode Discussion / Re: Next round of fun: caverns!
« on: October 26, 2014, 07:03:08 pm »
I'm not 100% sure what level I pierced to be honest - is there a way to tell?

I do have to say I'm very impressed by how the caverns are depicted - this complex up and down layout is difficult to deal with, but it feels right.

Also, certain creatures tend to appear on certain levels.  They can wander between levels, so it's not a certainty, but it can give some hints.

For instance, Troglodytes appear on layers 1 and 2 and rutherers appear on layers 2 and 3.  So, if you see both troglodytes and rutherers in that cavern layer, there's a reasonable chance that it's layer 2.

There are a few creatures that only appear on specific layers (they can wander in from others, but if you see them appear on the edge of the map, then you know for sure).

Exclusive to Layer 1:
Large Rat
Naked Mole Dog

Exclusive to Layer 2:
Manera

Exclusive to Layer 3:
Amethyst Men
Blood Men
Cave Blob
Cave Dragon
Creeping Eye
Flesh Ball
Gabbro Man
Hungry Head
Iron Man
Mud Man

245
DF Dwarf Mode Discussion / Re: Next round of fun: caverns!
« on: October 26, 2014, 03:14:09 pm »
By default there are three cavern layers and, depending on how mountainous your terrain is, they can actually span several z-layers and have z-layer gaps within the same layer of caverns.  So, it's posslbe that you'll eventually find some caverns much closer to your stairwell than what you're currently using.

As far as utilization, it is very situational so depends entirely on what you need.  If you're in a biome that is relatively fertile by itself (trees, surface grass, surface plants, running water, etc), the only thing the caverns can really provide for you is underground spores (so you can create underground grazing areas), and a source of FUN!  Well placed cage traps can also provide some very lucrative food and war animals, such as Jaberers, Rutherers, and Draltha.

If you're doing a challenge embark, such as single-pick challenge on a glacier, often times the caverns will be your only source of water, food, and farmland early on.

246
I'd personally wait until either DFHack or Therapist is updated for 40.14 before updating.  I find having the job management of either pretty essential to playing; especially if we're going to be micro-managing things to level required to essentially keep 2 separate forts.
True. I dislike using DFHack, but I can't play without DT.

I use both, but I primarily use DFHack for all the bug-fixes, UI improvements (being able to see at a glance how many miserable dwarves you have, for instance), and ability to look at memory locations while bug hunting.  However, it also has a labor management UI akin to a simplified version of DT.  So, if one beats the other to 40.14 compatibility, we could upgrade and still have the labor management functionality that's pretty much required for this kind of themed fort.

Since we're looking at a labor upgrade in 40.14, I'm betting that both will take at least a week, possibly 2 weeks before we see a new compatible version.

247
I'd personally wait until either DFHack or Therapist is updated for 40.14 before updating.  I find having the job management of either pretty essential to playing; especially if we're going to be micro-managing things to level required to essentially keep 2 separate forts.

248
Quote
"Please", i walk up to the manically looking Dwarf, "We need this workshop to make toy boats. Go back to your village."

I have no idea why, but this made me laugh like a maniac for about five minutes.

249
DF Dwarf Mode Discussion / Re: How do I set a population cap?
« on: October 23, 2014, 04:00:44 pm »
The file you're looking for is \\data\init\d_init.txt

In that file find the lines:

Code: [Select]
[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

Population_cap controls the limit when migrants will stop arriving.
Strict_population_cap controlls when you will stop getting births.
Births, or pregnancies?

It'd be harrowing to have some losses from a siege result in a dozen sudden births.

Probably pregnancies, but I've never actually seen what happens when you hit the cap when you still have pregnant dwarves.

250
DF Dwarf Mode Discussion / Re: How do I set a population cap?
« on: October 23, 2014, 03:42:56 pm »
The file you're looking for is \\data\init\d_init.txt

In that file find the lines:

Code: [Select]
[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

Population_cap controls the limit when migrants will stop arriving.
Strict_population_cap controlls when you will stop getting births.

251
Neblime is ahead of me in line, so if he wants that trouble, it's his.  Otherwise I'm completely fine doing the streamlining.  Most of the streamlining happens outside of the actual gameplay due to it being largely stockpile settings, burrowing, and hauling routs, so it doesn't really affect the actual play so much as just being a pain that you have to spend an hour or two doing it while the game is paused.

Whomever does do the streamlining should post the workings of the system on this forum.  That way we're all clear on how things operate and how additional stuff can be added without the whole thing falling apart.

The biggest issue we'll run into is that, while things can be optimized quite a bit, there's almost no way to stop the cancellation spam entirely without forbidding all manufacturing and mining within the inner fortress.  We'll just have to learn to live with a certain degree of cancellation.

252
There was somebody who had posted about this a while ago.  Seems the problem can be fixed if you disband the squad and reform it.  Crops up every now and again without any kind of rhyme or reason.

253
Mid Summer Addendum,

Well, that was unexpected.  Nordinkel had spine enough to subtly change the plan on me, and did it in a way that makes salvaging the situation problematic.  It's a fine lesson that the best way to undermine somebody's plan is to do it publicly and then get everyone excited about it.  Not only did he say he was going to let some of the serfdom in to be ruined through the corruption of fine living, but he announced it was to be based on merit of all things.  This will surely cause the others to vote in favor of destroying the dwarf who has made the most progress toward enlightenment.  And to do once every year at that!  Do they honestly not understand the damage they will be doing!?

I will have to work this into the plan somehow.  We will need metalworkers inside the corrupt portion of the fortress at some point, so it is likely I can use that in order to retain the purity of these meritorious peasants.  Perhaps create a miniature version of my utopia within the fort itself, separate and insulated from the lavish excess that we must endure.

Then again, another thought occurs to me.  We could create positions of power among the peasants.  These positions would attract the most susceptible to corruption leaving the pure to their more sacred devices.  If I can convince the others to promote from within that group of corrupt, then my plans may still come to fruition.  I shall have to start thinking of positions that will attract only the most base among the workers.  Tax officers, justice officers, mayors, managers, hammerers, and sheriffs.  Those are the perfect positions to assign the chaff so that they may be sacrificed to the fell opulence of the inner citadel, while at the same time masking their uselessness behind false accomplishments.  Indeed, they could even be our agents among the pure.  Cutting and folding them into the form I have laid out.

Yes, I do believe this situation is still salvageable.  In fact, it may be that Nordinkel actually did me a favor today.  Perhaps I will not have him so quickly disposed of after all.

Now, to convince the others that we need to post these jobs for volunteers.

254
DF Gameplay Questions / Re: GS nerf?
« on: October 22, 2014, 07:21:30 pm »
GCSs are a bit less inclined to web than they used to be.  They're pickier about using webs in general, but also seem to use them a bit less.

To a point where making web farms with a GCS is not nearly as straight forward as it used to be.

255
You have my attention.  And my Axe.

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