Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tacomagic

Pages: 1 ... 50 51 [52] 53 54 ... 66
766
DF Dwarf Mode Discussion / Re: No Immigrants whatsoever
« on: September 02, 2014, 09:04:47 am »
Interestingly, I had something like this happen to me.

Had 2 migrations, then everything stopped and I get "no migrants this season blah blah."  Way under both my soft and hard caps, civilization is doing better than fine, and no ongoing sieges (never been sieged on this fort).

Yet, not getting any migrants all of a sudden.  I wonder if it has to do with that 30 tile radius it uses for neighbors.  My suspicioun is that you only get migrants if there are any spare dwarves within that radius from your civ.  If that's the case, embarking closer to your civilization center might help with this issue.   Have to play around with it some more.

767
DF Dwarf Mode Discussion / Re: Rich Roast
« on: September 02, 2014, 08:31:26 am »
I'm pretty sure this is related to each ingredient in a stack getting treated independantly of each other, though it seems to effect quarry bush leaves the most (might be becasue the entire bag is used as a single ingredient).

In this case, it looks like you might only have 4 ingredients, but when the stacks were processed, different items in the stacks were minced at different levels, which caused them to be listed more than once.

From what I'm seeing, your food was made like this:

2 stacks of quarry leaves (minced in several varying degrees of quality)
1 stack of rock nuts (Minced superiorly)
1 stack of bee jelly (Minced masterfully)

768
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 01, 2014, 11:46:07 pm »
Mmmm, watching a tantrum spiral in my challenge game.  Don't think I'm pulling out of this one  :P.

EDIT:  Actually, I might be wrong about that, provided I don't get sieged or something.  Have 4 dwarves who all won a lot of fist fights against tantruming dwarves.  All of them are ecstatic about their won fights, so they might actually come out the other end of this thing.

769
Tangent: is there a fix for the fishing every fish out of a river bug? Was that patched?

It would be important to note, as if you rely on fishing for food/bones/shell, there was a known issue where your dwarves could (and would) fish every edible vermin from rivers.

It was fixed, but still remains rather erratic.  I can usually fish out a river with 1 fisherdwarf in about 6 months.

Also, for some reason, rivers tend to become empty after about a year and a half by themselves.

However, they do eventually start producing fish again after a few years.  But will easily go empty again.

Very erratic, and not really worth the trouble.  Breeding for meat industry is a better way to spend your effort.

770
Yes, yes you can.

There seems to be some logic that makes channeled canals out of rivers run out of fish faster than actual rivers, but it does work to a certain extent.

It seems to work better if you make a circular course that eventually leads back to the river you pulled from.  Alternatively, draining it off the edge of the map seems to work pretty well too.  Something to do with the way creatures rout I think.

771
DF Dwarf Mode Discussion / Re: Infertile dogs...
« on: September 01, 2014, 12:43:46 pm »
Of note, there is a never tested use-at-your-own-risk notepad++ find and replace solution here:

http://www.bay12forums.com/smf/index.php?topic=142171.msg5623528#msg5623528

May or may not work.  Haven't actually tried it, but it should work.  The theory is solid at least.

772
DF Dwarf Mode Discussion / Re: No Immigrants whatsoever
« on: September 01, 2014, 12:30:52 pm »
Thanks for your help! :)

I changed it to "strict" now and hope it works. I'll report back in any case :)

I think you need both tokens in there, like this:

Code: [Select]
[POPULATION_CAP:100]
[STRICT_POPULATION_CAP:120]

773
DF Dwarf Mode Discussion / Re: Infertile dogs...
« on: September 01, 2014, 12:19:12 pm »

774
Well, the good news is that Toady is pretty confident the prisoner-leading attack bug is fixed for 40.11:
Quote
Dwarves leading goblin prisoners around appear to continue to be attacked by dwarven soldiers, and I might have fixed that again, but it needs some testing.
Quote
The goblin-prisoner-leading saves checked out, and...

Yus!  Finally, the return of easy-to-build goblin archery ranges!

775
DF Dwarf Mode Discussion / Re: Why does my stray war dog always flashes
« on: September 01, 2014, 11:51:15 am »
If you were stuck on a chain, wouldn't you start doing sit ups to pass the time?

I'd probably take up jump rope.

776
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 01, 2014, 11:43:07 am »
Second ever fort. Great starting location. Optimized starting goods as much as possible.

Embarked, started designating the initial fort set up. Dismantled wagon and used logs for couple of workshops. Everyone busy...

Wait. Woodcutter is idle. I have designated a whole bunch of trees for cutting down, and Urist McWoodsdwarf is standing around doing naff all.

WHY????

Oh, hold on... Apparently, I needed one of those axes that I had removed from the embark list in favour of other stuff.

Damn it!

You may or may not know this, but you can save a ton of embark points by bringing a few logs with you instead of the axes.  You use 1 log to build a carpentry shop, and then build 1 or 2 wooden axes.  They work every bit as good as metal ones for felling trees.  That will free up 60 points on embark for you.

777
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 01, 2014, 12:13:27 am »
Ended up with a fort-site that appears to have only iron, gold, and zinc. Which isn't bad, but it's surprising how fast you start missing copper when you don't have any. At least there's marble and lots of trees, so I can make steel.

I had a werecat appear and attack a visiting dwarf caravan. The guards either killed it or drove it off, but not before the merchants died or fled. I got a huge pile of free loot out of it, but also one of the merchants survived, injured, and was carted off to my hospital. Apparently, while there, unconscious, he got elected Mayor. I finally wised up and replaced him with the next most charismatic Dwarf around, but not before a diplomat left unhappy. Ah well..

I also had a fisher-dwarf get dragged under and killed by a cave crocodile. A soldier then killed the critter in turn, but the fisherdwarf's corpse was at the bottom of a lake. I managed to retrieve the mangled skeleton by carving out the roof overhead and dropping a surrounding block on it.

No kidding.  I did a random embark and ended up with a site that has absolutely no metal at all.  It's been challenging getting anything resembling a military off the ground at this place.  Though, there is something very satisfying about watching a group of dwarves putting down a berserk craftsdwarf using nothing but training axes.

Going to be smelting a lot of goblinite and trading a lot of gems to the passing... whoever shows up with metal to make ends meet.  Luckily we have humans nearby.  Finally a reason to buy all their oversized metal crap.

778
DF Dwarf Mode Discussion / Re: Burning lignite cannon concept
« on: August 31, 2014, 11:32:02 pm »
I don't know, but it makes sense. It needs Science.

Well, if it turns out you can drop things into minecarts, you may as well skip the boulders and go right for loading in a lignite fusion bin.

Just, you know, make sure you only fire it at something you want to burn for a while.

779
DF Dwarf Mode Discussion / Re: Burning lignite cannon concept
« on: August 31, 2014, 10:54:47 pm »
Retracting bridges and dump zones are friends here. Use a bridge to hold them, splash that room with magma and then drop the rocks into the cart.

...

Can you actually drop stuff into carts!?

If that's true, then I've been playing like a chump all this time!

780
Can anyone upload their txts, if they have fixed this?

I haven't modded my raws for this bug, I just deal with the issue by brining extra animals on embark and culling out sterile females right now.

If you have it, you can use DF hack to fix the orientation flags in real time and get them breeding correctly (There is now a version 40.10 of DFHack, so it's a very workable solution right now).  Pretty quick and easy fix when you need to do it.  Just pull up the gui on a creature, go to status > current-soul > orientation and set the appropriate interest flags.

For my part, I just embark with 2m2f of whatever domestics I want to breed.  That gives around an 87.8% chance of ending up with at least one viable breeding pair.  Good enough odds for me.  If I really, really need them to breed, I bring 3m3f, and that gives exceptionally good odds for a breeding pair.  If a female doesn't breed, either recycle her, or DFHack the appropriate interest.

If you really want to mod all the creatures, you could probably write a quick Python or Bash script to loop through all the txt files looking for the two male/female caste tokens and adding the appropriate orientation tokens under each.  Probably only take about an hour or two to write it.

Actually, now that I think about it, it would be next to trivial to do it with notepad++ using extended features.  However, it would also mod all the civilized races to get rid of their chance to be gay/uninterested in children/asexual.  Though you could go back and manually remove the tokens from the sentient races.

Essentially you do a find and replace in files of:

\t[CASTE:MALE]\r\n

with:

\t[CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]\n

And the opposite for female.  Quick and easy.  Just have to go in and manually remove the orientation tags from anyone that you don't want to be 100% heterosexual.

Pages: 1 ... 50 51 [52] 53 54 ... 66