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Messages - jcochran

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166
DF Gameplay Questions / Re: Indentifying vampires?
« on: December 22, 2013, 03:27:38 pm »
I find it interesting because a thread on the exact same subject started just a few days prior to your asking.

167
DF Gameplay Questions / Re: depot placement and wagons
« on: December 21, 2013, 04:10:10 pm »
The unusable ramp method works wonders, although frankly the description of them usually is rather hard to follow, so I'm going to attempt to show you how to make them.

Just simply channel a trench using d-h command. Then on the Z level below the trench, simple designate a tunnel next to the trench you just dug.
This will result in a series of ramps that can be accessed from the ground on one side, while being unusable from the other side (the unusable side will be the side with the tunnel underneath it). It's fairly easy to trench out a level or almost level embark site so that only wagons are capable of passing over the trench. For other creatures that walk, they simply can't pass. So you'd need to provide an alternate path for them. Said alternate path can have loads of traps, military and other items to welcome visitors (remember that the caravans not only include wagons, but also include humanoids leading pack animals. Those traders can't pass the unusable ramp trench. So be sure to provide them some means of entry.


   

168
DF Gameplay Questions / Re: Indentifying vampires?
« on: December 21, 2013, 04:00:50 pm »
Interesting that you ask that question at this time. To prevent duplication, take a look at http://www.bay12forums.com/smf/index.php?topic=134437.0

169
DF Gameplay Questions / Re: Crafting of Armor
« on: December 20, 2013, 02:58:38 pm »
Just use the workflow command in dfhack.

In a nutshell, the workflow command is told how many of what item you wish to have (low and high limits).
It will then suspend, or unsuspend any jobs that make such items.

So you go to a forge (or multiple forges) and set up one or more repeating jobs for each item within a set of armor. Tell dfhack how many of each item you want, and then totally ignore it since you'll have that many items available once they're produced. And when the dwarves actually wear the new items, dfhack will not consider the worn item to be available so it will make a new replacement for the new dwarf or group of dwarves.

There are some people who use workflow just to manage meals and drinks. I use it for that plus....
1. Armor and weapons.
2. Clothing of all types.
3. Basic building materials such as stone blocks, hatch covers, floodgates, etc.
4. Furniture such as chairs, cabinets, tables, etc.
5. Mechanisms
And so forth and so on....

As long as I don't consume the produced items too fast, I always have a small stock (or not so small in the case of blocks) immediate at hand and shortly after I use those items, I have replacements for the next time I want some.

170
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: December 19, 2013, 04:37:57 pm »
I'd like an embark with thrall clouds, lots of metal, flux, clay and soil. Anyone know of an easy way to guarantee thrall clouds?

Egads man, why would you want thrall clouds?
He's not the only one. I'd rather have thrall clouds than the various disgusting rains that simply result in bruising and such.

171
DF Dwarf Mode Discussion / Re: I'm having dwarven's block. Help?
« on: December 18, 2013, 01:09:47 pm »

Find yourself on this chart :)
Hmm... Looks amazingly similar to the Eve Online learning curve.....

172
Then they'd shrink in size over a few generations and then become a new species of dwarf. Since that ecological niche is already filled by dwarves, the new species would die out.

Why do impulse ramps work?
 

173
DF Gameplay Questions / Re: Dwarven paratroopers
« on: December 17, 2013, 06:45:55 pm »
Just use a hatch activated by an any weight non-citizen pressure plate like this

Outside uncontrolled area     ^¢      Inside "safe" area.

Dwarves can walk over that area without slowing down at all. While anything else that's not trap avoid and non-flying will find the hatch to be an impassable barrier. And if a single tile passage is too small, just make several in parallel like this

Code: [Select]
#######
+++^¢++
   ##++
+++^¢++
   ##++
+++^¢++
   ##++
+++^¢++
#######

The other approaches you mentioned have issues.

Minecarts - You can only get non-military dwarves to ride them. So in order to use, you'll have to have the military inactive. Get them to accept the ride task (a trick in itself to get that to happen with a large enough population to allow them to arrive at nearly the same time), and finally, convert them to active while they're riding towards their destination. Not gonna happen given the way dwarves operate.

Bridge drop - This method actually looks doable. But you already know the issues with that approach. But if you can drop the dwarves from 2 Z levels, you might "soften up" the targets by having two layers of bridges. The lower layer is filled with trash to dump on the invaders and the upper level drops the barracks dwelling dwarves.

Dwarfpedos - Not gonna work as described. An active military dwarf won't accept ANY task. So you can't get 'em to pull the lever to drop the dwarfpedo... But you might be able to get a civilian to pull the lever instead.

174
Some sort of counting device, so you can see exactly how often those little dwarves run back and forth.

Sounds obnoxiously fiddly and difficult with absolutely no useful value. Got any tips? :D
Well, I could see a series of newton cradle memory cells split into two paths (so as to separately detect leading and falling edges) acting as a binary counter.

175
DF Gameplay Questions / Re: broken strange mood?
« on: December 16, 2013, 11:24:06 am »
dfhack lies about what the dwarf actually has, but it tells the truth as to what the dwarf wants. So use the 't' command to look at the workshop to see what the dwarf actually has and then check against dfhack's list to see what's missing. For instance, I will generally forbid 5 to 10 of each cloth type (cloth, silk, yarn) as a mood reserve stockpile. Can't tell you the number of times that dfhack has claimed that the moody dwarf had a cloth when in reality didn't. So I'll go into the inventory screen and unforbid one of the required clothes.

176
Only thing I can think of is to make sure you're completely self sufficient. Things to take note of

1. Food & Booze. Since you'll need to grow plants (at least for booze), don't embark in a freezing biome.
2. Plaster for casts. Not gonna get any that you didn't embark with unless you have one of the minerals that you can use to make it (gypsum, alabaster, etc)
Other than the above items, I don't see anything else essential. 

177
Dear outpost liasion,

NOOOOOOOOOOOOO DAMMIT MY BARON'S ROOMS AREN'T EVEN UP TO SNUFF YET WHY ARE YOU PROMOTING HIM TO A COUNT ALREADY YOU DICK

Argh,

Overseer of Orbeagles

Dear Outpost Liasion,
Since my baron's quarters and tomb are already upgraded to the standards of a Duke, how about we skip the intermediate steps and simply bypass the count rank?

P.S. Working on royal quarters at the moment. When they're complete, I'll send a gift to the mountain home...

178
A clean shaven dwarf is a dwarven hippie.

Why does it seem every goblin has "extremely long hair"?

179
DF Gameplay Questions / Re: Make a workshop ignore manager orders?
« on: December 14, 2013, 10:40:17 am »
Nope, you can have as many suspended jobs as you want in a workshop and, if there's any un-suspended jobs in that workshop, those jobs will be performed.

180
There are people who will suggest building the cage and then [q]uerying it and unassigning the dwarf inside, but I've never successfully done that - is it something that actually works?

Yep, that works. It's my go-to method.
Just got a couple of dwarves accidentally locked into cages (the cages were webbed and the darn dwarves decided to dodge into 'em). Just tried the [q]uery method and the dwarves are still inside. Have now started the link lever and toggle and it looks like that's gonna get 'em out MUCH faster. What kind of job priority does the query and unassign have? That may be why it doesn't work for some people. Seems to be on the order of a cleaning job....

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