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Messages - corc

Pages: 1 [2] 3 4 ... 6
16
DF Gameplay Questions / Re: Turning off migrants
« on: August 01, 2008, 07:49:15 pm »
Immigrants are affected by the dwarven caravan, if you had the pop cap at 7 from the start then you should be fine. If you set it after you had the caravan then your gonna get immigrants till the next one.

I had the pop cap set at 7 before i started the fortress. I'll try setting the pop cap to 0 and see what that does.

Be sure to state if that works, I've been wanting to do a hermit fort but even though I set it to 1, I kept getting 7-10 immigrants... go figure.

17
DF Dwarf Mode Discussion / Re: So, I've got this caged dwarf...
« on: July 30, 2008, 09:51:31 pm »
well, he's killed something already so taming him wouldn't do anything anyway. 

18
DF Dwarf Mode Discussion / Re: The Exercise Room
« on: July 30, 2008, 11:41:25 am »
I use to just use dwarf foreman to set the children to hauling and siege duty, once they became adults i'd take them off those duties.

19
I'm pretty sure they all still work, nothing really changed in that sense in the game.

Just copy over your art and graphics folders.

20
DF Modding / Re: Dreadfang's combo tileset
« on: July 22, 2008, 09:06:58 pm »
The "O" is the hardest part, imo, but you should try to make it match the rest of your walls a little better.

21
DF Gameplay Questions / Re: Magma pipe questions
« on: July 22, 2008, 08:58:03 pm »
Magma from a pipe is only created on the top most tiles above the pit tiles on the most bottom layer of the map.  If there is anything above it that is not magma or open space, then no magma will be created.  This is true up to the original top magma level--it will never go above this level unless pumps are used.

I agree with Skanky's diagrams, here is another:

*******      *******
******        ******
******        ******
******1*2*3*4*******
******mmmmmmmm******
********mmmm********
********xxxx********


(assume magma pipe use to go all the way up to the top layer)

x = bottom layer with magma for the magma pipe
1-4 = openings for access to the magma pipe

Only openings 2 and 3 will have magma bubble up while 1 and 4 will not. If you want to use any of 1-4 for a furnace, then cover up 2 and 3 and 1 and 4 will be safe to use.

22
DF Dwarf Mode Discussion / Re: Are Your Traders Bringing Less?
« on: July 20, 2008, 10:04:12 pm »
I find, the better I trade with wagon bringers, the more wagons they bring instead of pack animals...

The best thing to do would be to just open up your roads to let wagons in and see what's up.

23
DF Modding / Re: Dystopian Rhetoric Screen request
« on: July 19, 2008, 03:40:10 am »
I don't need to know how to do it.  I don't understand why everyone keeps posting this over and over again.  I can do it myself, it's a pain IMHO to do it for every tileset and pick the one you like.  I asked for a simple preview and was berated for it.  I thought that someone could post a simple picture and this thread be done.  Thanks to the incredible lack of reading though, everyone keeps posting the same instructions over and over again on how to download and set them up which wasn't the original intent of the thread.

Are you bothering to read what is being said? There must be SOME reason people keep saying the same thing to you. Example screen shots for practically all of the tile sets, are there.

What you are asking for is not something readily available or even totally known by anyone other than you.  YOU want to combine different sets of graphics and tiles and whatever for your own look. It is up to you to find that, not anyone else.  If the look of the game is so important to you, you should invest a bit of your own time... if you don't, it's obviously not that important to you.

I'm done, I told you how to do it. It can take around 15 min to download all the interesting looking tile sets into your art folder and then systematically go through them all with the DR graphics set enabled to find the one you like best.  I know, because I just did it.

24
DF Modding / Re: Dystopian Rhetoric Screen request
« on: July 18, 2008, 06:01:39 pm »
http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets

first one on the list.. thats what each animal that has a custom image looks like.  There is no fort made of dwarves, goblins, undead or whatever. 

I think what the problem that is going on here is that you are assuming that the Dystopian Rhetoric Character Set is also a Tile Set... which it isn't.   Forts will look however the tile set makes them look, but the characters will look just like they do in that image on the wiki.  You are asking someone for something that really doesn't exist: a solely DR kit for all your visual needs.

So...
Quote
.. and was that such a hard thing to ask for?  People post hundred of images of half built fortresses all day long, yet there is still no image of a level done with the tile set...

...yes, it is hard to know what you want to see, and it IS best for you to spend the few minutes of your time (that you already spent a hundred fold, arguing with people in a forum) and set it up yourself.

Here, less than a minute for me to do it so you can do it too:

1) download the DIY link form the wiki (first on the list of links from the DR section or just click that DIY link on this line)
2) copy all the stuff from that graphics folder into your raw/graphics folder of your DF install and overwrite everything
3) open your init.txt and turn on the graphics: [GRAPHICS:NO] -> [GRAPHICS:YES]
4) start DF and see what it looks like.

Now, to see what it would look like with other Tile Sets, you must download those separately and again modify your init.txt file to use them.

25
DF Modding / Re: got regional prospector working (39b)
« on: July 18, 2008, 11:37:55 am »
It's finding lava for me. Are you sure you're looking in the right biomes?
Are mountians still the right biomes?

Yeah, I was under the impression that lava was in every mountain square but saw it far less often than the blue tilda or light blue pound symbol :(  This was in the previous version of DF as well as the current.

26
DF Modding / Re: Dystopian Rhetoric Screen request
« on: July 18, 2008, 11:31:50 am »
Also sorry for the flak people are giving you, tilesets are a touchy subject around here.

I'll say, did you read all of his posts?  He was resistant to any kind of help that wasn't what he specifically asked for... a screen shot.

27
DF Modding / Re: Dystopian Rhetoric Screen request
« on: July 18, 2008, 01:27:45 am »
oo boy, someone has a problem, and it isn't that they can't figure out how to install a tileset.  :o ::) :P

The wiki standards state that png is to be used instead of bmp for bandwidth reasons... it was completely paid for by one person (NOT Toady One) up until recently, fyi.  It also states very clearly that you will need to resave the png to a 24 bit bmp in MSPaint or whatever you want to use.

After downloading one file, resaving that one file, and then changing 3-6 values in the init.txt file you are able to see the different tileset.  Toady One actually made that VERY easy for us to do.

I'm sorry, if you continue to yell insults and demand that we all agree and listen to you complain about this lovely game, you'll have to be labeled a forum troll and treated as such.

28
if your economy is booming, why not just melt them and make more?

29
DF Gameplay Questions / Re: Brooks and water flow
« on: July 06, 2008, 02:10:50 am »
How far is the edge of the map from you connection compared to your moat?  The water just might be spilling over the edge instead.

####~~~########
####~~~########
####~~~########
####~~~########
####~~~########
####~~~########
####~~~########
####~~~########
####~~~~~~.....
####~~~########
####~~~########
####~~~########
(edge of map)

red = opening, and source for your channel
blue = possible spill area for that source
~ = water
# = land: blocking water

If your map looks anything like this, the channel you added won't ever fill up because there isn't enough back pressure to keep it moving--you've got a never ending drain to compete with.  The diameter of the blue area would extend to the edge of the map btw.

Otherwise, I'll have to just say that you are living in an area too hot to allow water to flow that slowly from a brook that large of a distance.  Even non-1/7 water evaporates to some extent... just look at maps that start with ponds, and after the 1st summer, they are all empty.  Maybe hope that during the winter it'll survive long enough to make a lasting depth that won't have bother temperature and 1/7 evaporation.

No mater what the cause though, try adding a pump above that opening in the brook and aim it into the channel you added.  That way all of the water that ever enters that square goes into your moat... once the moat is filled, think about turning off or disassembling the pump if it's no longer needed.





30
DF Gameplay Questions / Re: Ridiculous drink consumption rate
« on: July 06, 2008, 01:48:13 am »
I usually try to keep my stocks up around 2k when I've got a big fort (180ish).  2 legendary cooks/brews is all you need, just need to queue up some brewing and cooking every once in awhile.  I farm just to brew, then cook the seeds down to around 100 with whatever livestock I've got butcherable.


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