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Messages - Gelmax

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1
DF Gameplay Questions / Re: Consolidated noob questions
« on: January 30, 2010, 03:36:50 pm »
Goblin ambushers (much like kobold thieves and goblin snatchers) tend to show up more often when a caravan arrives, but they can't evade traps or penetrate locked doors, so it's best to secure your entrances and any outside work areas with doors, walls, and traps, and not let any dwarves venture outside of these safe areas until the caravan's gone. It's best to have both wall-building AND trap-building working in tandem - wall in any outdoor areas to ensure that the entrances are only a couple tiles wide, then put enough stone-fall traps around that entrance that no one can get in or out without stepping on at least six of them, and you'll be goblin-free for quite a while. While locked doors do keep ambushers out, the ambushers will just mill around in a corner of the map if they can't path to your fort; I prefer to leave one heavily-trapped entrance open and guarded by military dwarves, to bait in and crush the goblins.

This isn't a long-term solution, though; as time passes, the goblins will become tougher and more numerous while your fort expands, and you'll need more elaborate fortifications and traps and a better military. Marksdwarves are crucial; as the goblins have no doubt taught you, crossbows are essential for a powerful military, though it's still good to keep an axedwarf or two around. You can make their supplies (both the crossbow and the crossbow bolts) out of bone, and if you build an archery target then (unlike melee fighters) they can train on their own with no risk of injury.

2
Perhaps they could have been sealed off from the food for a while? In older versions, dwarves who got desperate enough to start vermin-hunting wouldn't cancel the job until they completed it, even if food became available after they started hunting; I don't know how it works now but wouldn't be surprised if the same behavior persists today. Even if there was just one locked door between them and a stockpile with a thousand prepared meals, if you waited until they were already hunting for vermin to unlock the door and let 'em out, you'd have no choice but to watch them starve.

Since your peasants are eating but your workers aren't, I'm betting that's what happened - you had a locked door between your work areas and your food stockpiles, and by the time you noticed it was too late. You can try resetting their job by drafting them and then releasing them, but I don't know if that'll work - and if it doesn't, that's another unhappy thought to contribute to the eventual tantrum. Only thing I can think of that'd work, though.

3
DF Gameplay Questions / Re: A few questions regarding magma
« on: January 30, 2010, 03:09:25 pm »
Since I'm having a hard time finding information on this I'll ask here...

What are some good tips for building inside a magma pipe/volcano. So far I have partially pumped out some of the pipe (not fully, since that is still beyond my newly started fort) and have begun constructing inside. However, I discovered that little bits of magma seems to appear out of thin air near the top of the pipe, which then falls down to the level.

As a nice chunk of magma has already landed one of my good masons, I'd like to hear some suggestions about what to do, to avoid !!dwarves!! and other Fun stuff. Is it possible to turn temperature off while I build and then back on afterwards? Does smoothing the pipe walls stop the magma forming? If I build and complete it, would magma spontaneously appear in my construction?

Also, if someone has a simple strategy for constructing walls for non-square floorplans hanging in the middle of a magma pipe it would be appreciated :)



Someone mentioned earlier that the magma pipe gets refilled by spawning magma at the TOP of the pipe, which makes sense giving how other fluid sources behave. Which means that if you drain the pipe and build inside it, your dwarves are going to have magma constantly raining on their heads.

That said, the simplicity of the problem makes for an equally simple solution. Assuming your stuff's a couple of levels below the top of the pipe, just build a roof over your dwarves' heads and the magma should stop and gather there, safely away from your dwarves. Depending on how fast this is happening, though, you might have to plan carefully and work fast.

4
DF Dwarf Mode Discussion / Re: Nobles with strange preferences?
« on: January 30, 2010, 02:42:30 pm »
Makes my mayor with a fascination for giant cave spider chitin look boring by comparison. Though I'm sure he was pretty mad when I discovered all the GCSes in my fort are zombies, and thus can't be butchered.

5
DF Dwarf Mode Discussion / Re: Only you can prevent Fortress Fires!
« on: January 30, 2010, 02:36:24 pm »
Digging out those holes isn't any faster than flooring over gaps, nor is it more reliable than keeping military there to ward off fire imps. Nor, for that matter, does it aid safety in any real way. This idea has no redeeming values.

6
DF Dwarf Mode Discussion / Re: World gen Parameters?
« on: January 29, 2010, 02:38:21 pm »
Before you get started, if you want a really specific result, you'll likely have to cancel worldgen a few times, so press a or c first of all to create a new parameter set, give it a title with t, and then you can save your parameters to it with F6 (so if your first try isn't what you wanted, you can tweak it and then try again without having to redo everything). Then go into advanced parameters by pressing e.

First it'll ask for seeds and year limits and population cap; if you leave things to their defaults, it'll almost certainly stop at the year in which it starts checking for megabeast deaths, since their numbers tend to drop pretty fast. The population cap can make Legends easier to sort through, make world gen go a lot faster, or restrict the various civs' growth considerably, probably good for making a world in decline.

Then it'll have ranges for each tile's attributes (for example, you'd want to set the volcanism min/max to something like 60-100 or 80-100), and then X-variance and Y-variance for each attribute (controls how much the stat can change from square to square; setting it high generally allows more drastic changes from tile to tile). Pretty much all the mesh stuff is PERCENTAGES, not straight values, so 0-20 means the lower fifth of the range, don't know whether this takes the max/min settings into account.

After that, it has the meshes, which allow more advanced control, basically influencing how the world assigns the attributes to each tile. If the size is set to "ignore", the meshes are ignored. Otherwise, the mesh size determines how smooth the regions are and how drastic changes are, with smaller mesh sizes tending to be more chaotic. After the mesh size for a given attribute, the next five options give you fine control over what kinds of tiles are assigned - the higher a number for any given range, the higher the chance that worldgen will create tiles with attributes in that range. Well, it's a bit difficult, but if you set the five elevation settings to (3, 2, 1, 2, 3), then extremely low tiles (with an elevation between 0-20) and extremely high tiles (elevation between 80-100) will be three times as common as the middle ground (elevation between 40-60). It doesn't matter what the numbers total up to, the game likely adds 'em together and takes percentages, or something like that.

Next you get minimum numbers and desired square counts. These don't actually modify worldgen itself, but rather reject any worlds that don't meet those requirements and force it to try again. These can be very easy and effective tools to control worldgen while retaining randomness, but they have to be adapted to fit the other parameters you set or else it'll just reject everything. In general, you want to nullify the attributes you don't care about or don't want a lot of, and modify the ones you do want a lot of, to guarantee that you get a lot of them. This is also, as far as I know, the only way to directly influence the amount of evil and good squares in the world.

Erosion cycle count controls how long erosion runs, which tends to wear away at mountains but make river valleys deeper, and can be set according to taste. River start locations controls how many rivers you want, but can probably also influence erosion - erosion is centered around rivers, and if the game doesn't meet your river count after erosion, it adds the rivers without doing erosion. So if you put a very low pre-erosion river count and a very high post-erosion river count, you get a lot of rivers with hardly any erosion.

Periodically Erode Extreme Cliffs is something unrelated to regular erosion; it mainly just wears away at steep elevation changes to destroy cliffs. Orthographic Projection and Rain Shadows modifies rainfall near mountains to simulate real-life behavior...basically, one side of a mountain range will have an extremely high amount of rainfall, while the other will have almost none. Good way to make sure you've got more of the interesting terrain like forests and deserts near mountains, in my experience. Max Number of Subregions is basically a "maximum variation" restriction, and should be set high if you're trying to generate very varied terrain. Cave size and number of caves are obvious, and while they don't affect fortress mode much if at all, setting these high is thought to increase the number and lifespan of megabeasts. The Allow Init Embark Options stuff controls what you can find out about before embarking, and mostly controls how surprised you want to be about your embark site.

The number of civs is another minimum, rejecting worlds that don't meet its criteria; if you're doing a world with particularly harsh terrain, you might want to turn this down a bit. It should also have a huge effect on the speed of worldgen, since running the history takes the bulk of worldgen's time. After that comes another set of minimum restrictions, this time affecting the tile attributes directly rather than just the biomes and regions. Same guidelines apply as before, mostly.



Now that we've got parameters covered, let's look at what you specifically want. You'll probably need to use an elevation mesh for what you want, highly favoring 0-20 (for oceans), 20-40 (for low valleys), and 80-100 (for your mountains). To get mountains and valleys, cranking up elevation's X-variance but not Y-variance (or vice versa) would probably be a good idea; that way, elevation will have a high variance in one direction (so you can have a high tile next to a low one) while having a low variance in the other (to tend to create long stretches of the same height, resulting in full mountain ranges and long valleys).

You want a continent surrounded by water, and low-elevation terrain (0-20) is automatically filled with oceans regardless of other attributes, so make sure you've got plenty of that and make sure the minimum edge oceans is at least 1-2, then tweak it more depending on your worldgen results. As for rainforests, the requirements for forest is that you have pretty high rainfall and at least decent drainage, and the elevation must not be low enough for ocean or high enough for mountain, so set your numbers accordingly and anything that isn't mountain or ocean will be forest.

If you have trouble with the continent thing and the mountains/valleys thing, and the suggestions I gave didn't work, then you may have to try out the World Painter to get it, but it's an advanced tool and takes most of the worldgen randomness out of it, so should be used cautiously.

7
DF Dwarf Mode Discussion / Re: Several megaproject questions
« on: January 29, 2010, 01:40:12 pm »
I'm pretty sure glass walls aren't see-through anyway, though windows might be, but you can get pretty much the same effect with fortifications. You mentioned "danger", though, and it's worth noting that dwarves will flee from any wildlife they see regardless of whether or not it can reach them. It's really problematic when you're trying to work near a pit or chasm, as the dwarves tend to run away screaming because they saw a zombie antman trapped on an inaccessible ledge ten z-levels down, but they'll do much the same thing if they can see a monster through fortifications or a window or something.

If you're going to do ANYTHING that lets the dwarves see outside, even if it's something safe like carving a fortification, you're going to have to drive off or kill those pesky animals first, or else it'll bring work in the area to a halt. Almost destroyed my fort that way when a monster wandered too close to fortifications in the corridor between my food stockpiles and my dining room and the dwarves got stuck in a loop of trying to pass through so they could eat/drink and then cancelling.

8
DF Dwarf Mode Discussion / Re: Embarking without an Anvil: Over-rated?
« on: January 29, 2010, 01:27:24 pm »
Rather than your dwarves, I'd think the decision to bring an anvil depends heavily on your surroundings and circumstances when you embark. I brought an anvil to my current fort, but forgot that it was on a treeless map (and brought no wood!), so that anvil was absolutely useless to me until my fort had grown enough that I could afford to send a bunch of miners to search for the magma pipe. It's not like I've had any problems with buying stuff from the traders, either. Between putting a mason to work on stone crafts and building bone crafts after clearing out the annoying undead wildlife, the first year of caravans went fine. And by the time I'd found the magma, the goblin ambushers were coming in great enough numbers that their clothes alone were enough to buy everything a caravan had, anvil and all. With their ludicrously valuable giant cave spider silk stuff, one goblin's inventory is more than enough to afford an iron anvil.

9
DF Bug Reports / Re: Cannibal Elves
« on: July 15, 2008, 07:44:15 pm »
As a side note, there don't appear to be many (if any) restrictions on what corpses elves can eat. They managed to kill and eat a demon from a goblin tower in world gen (which had me surprised for a fair while trying to figure out what the heck devours a DEMON). I guess it prevents other races from viewing them as TOTAL wuss-pansies, in view of their total lack of martial prowess (I've seen battles where 188 elves lost against 10 goblins).

10
Considering that two steel axes beats fifty-five copper axes in a starting loadout for anything you use them for, unless you plan on trading fifty-three axes to the traders (which would make the whole ordeal uniquely pointless), I don't see your point. Let's not forget the time it takes to start up a smithing operation from scratch with a fresh group of dwarves - or, more importantly, the problems associated with having no wood production for that amount of time.

Besides, you forgot that you could save those six points spent on logs and just deconstruct the wagon at the beginning for three free logs.


11
I find that a major complaint with this game is "what should I be doing?". People tend to want clear goals from a game which is really all about screwing around and having fun. Sure, in the old version, you had to immediately devote yourself to digging for the river, starting a farm, and heading to the magma for metalworking...but what then? From there it's all about ludicrous constructions for the hell of it. Dwarf Fortress is not a game where you should be looking up good fortress layouts on a wiki. Browsing others' maps additionally has the problem that you can't distinguish between wise design decisions and a player screwing around for the hell of it, so it's not really a good way to learn the game - my old-version fortress, for example, has several workshops in a frequently flooded tree farm/enemy entrance area, the main food stockpile right by the entrance, and a coin vault by the magma river sealed by five doors each forged of precious metals.

Personally, I don't plan to run the new version just yet...but that's because I've got a fort going in the old version and it'd be a waste to junk it without at least putting my drowning hall to use.


12
DF Dwarf Mode Discussion / Re: The dangerous of Sparring
« on: November 15, 2007, 03:13:00 pm »
Axes don't knock people out, they lop off limbs. The only thing I can think of to explain that is that putting heavy full plate armor on totally unskilled peasants and sending them in to spar could be overexerting them very quickly, and then they're not actually unconscious constantly but when they wake up and try to get up they overexert and faint again.

A bit of a flimsy theory, but it makes more sense than people with light arm injuries going into mysterious comas.


13
DF Dwarf Mode Discussion / Re: Fighting lagmoster...
« on: December 08, 2007, 12:39:00 pm »
quote:
Originally posted by Lord Dullard:
<STRONG>Magma doesn't cause too much lag. Flowing water, on the other hand, does. Badly.</STRONG>

Wasn't that the "lag caused by creatures wandering through liquids" that was fixed back in .33b?

Anyhow, make sure you're using the latest version. Also, how big is your map? Going for both a river and magma might've meant you had to make your map too large, resulting in lag. Neither of the methods you mentioned should really affect the lag all that much, liquid flows don't lag nearly as much as they used to. You've probably got too many creatures and items, though, if you've got significant amounts of injured dwarves and hundreds upon hundreds of craft items. Turning off weather and temperature would help, probably especially with all those liquids.

Anyway, you don't NEED flowing water or magma. A lake is good enough, though if you have weather turned off you might run out of water and if you have temperature turned on it might freeze during the winter (which means no water unless you drain it into subterranean areas, which are warmer and won't freeze). If you get a sedimentary layer, coal and lignite (which can be turned into coke) are beyond plentiful so you shouldn't need to worry about running your furnaces, and you really shouldn't need that much glass anyway.


14
DF Gameplay Questions / Re: How long until goblins move?
« on: December 08, 2007, 12:07:00 pm »
With much less restraint on fortress layout, invaders don't really understand how to invade a fortress with the current AI, so they'll just mill around at the edges for months and months. Now, if a dwarf comes close enough, they'll react just fine - they just don't understand how to go looking for stuff to kill if you keep your dwarves away from them. I don't know whether they'll eventually leave on their own, but the fastest way to get rid of them is to simply kill enough of them that the rest panic and leave.

Of course, attacking them from aboveground is pretty dangerous, and the best way to do it is to tunnel under them to get the military dwarves in melee range without running through a hail of arrows. Just watch and control your military carefully - just because you dig them that tunnel doesn't mean they'll take it, and if you don't pay attention to them they'll charge the goblins head-on from the staircase waaaaaaaaay over there instead of the one right under the goblins' feet.


15
Question 1: Nope
Question 2: Unless you see something that is called "sand", there is no sand. Can't import glass, either. If it gets to be a problem, turn off strange moods in the init file.
Question 3: You have no control over pets, which is particularly a problem with cats. Once you've got cat overpopulation, the only thing you can do is ignore it, unless you're willing to kill the owners just so you can kill the cats; in the future, you'll have to use preventative measures (kill the cats before they can take owners).
Question 4: Killing traders will piss off ANY civilization, and other species will attack you over it. They usually won't get that mad over just one lost convoy, but that's one less convoy you can safely allow to be massacred by goblins or beasts later.
Question 5: They'll kick in whenever they feel like it.
Question 6: The usual way is just to make sure civilians don't get caught in the crossfire. Not that you have to kill them. Caged goblins make a good centerpiece to any zoo.
Question 7: Nah, stuff's just buggy.
Question 8: The only problem there was that you underestimated the power of mandates. If a noble makes mandates you can't reasonably fulfill on a regular basis, set up a drowning room and execute him before the mandate expires. A noble who makes a mandate once will usually make the same mandate again. Jewelers are an endangered species mostly because of nobles' tendency to love rare gems.

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