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 - Grimmash

Pages: 1 ... 28 29 [30] 31 32 ... 34
436
For dfhack I would google "dfhack" and go to the first page that comes up.  You can then search it for commands or peruse it to get a feel.  I tend to use the cleanowned, clean, and fastdwarf commands to speed up item collection and stockpiling, and to get goods into and out of the trade depot.  While technically cheating it is very useful for preventing fps issues.  Aside from those commands how much you use dfhack depends on how you feel about circumventing game mechnics.  There are some powerful commands, but they can reduce the risk in the game considerably or speed certain things up.  I also tend to use reveal at the very beginning to at least start on the best section of the map, and then unreveal.  This can cause wonky things to happen with caverns, so be warned :).

437
I have also noticed that when members of a caravan meet an untimely demise some of the items they drop seem to be ignored, even if claimed and with proper storage space.  This seems to only happen to items dropping on the trade depot tiles themselves.  I wonder if the quatum nature of depots result in quirks with stockpile request mechanics.

438
Legendel claimed the turn, so I'm hoping he(?) is playing or will let us know :).

439
So anything happening?

440
Well that's good.  My familiarity with necromancer is from reading Spearbreakers and evil biomes where stuff that is dead does not stay that way.

441
So my notifications aren't working right.  That said, nice turn.  We have zombies!  Do necros have a range or LoS requirement?

442
DF Dwarf Mode Discussion / Re: Dwarves suspending construction of wall...
« on: September 30, 2013, 08:30:18 pm »
Cancel and retry.  I have had many walls continually suspend because some Urist McBlindeye gets on the spot, then drops the boudler/block there, and I have to cancel the job, get the rock moved, and then try again.  The seems to happen even more when making long walls.  I think sometimes dwarf A gets the job and begins work, but while en route, dwarf B gets the adjacent wall, and when he gets there he just sees dwarf A in the spot and drops the rock, thus starting the endless "Dwarves suspend wall construction" spam.

443
DF Dwarf Mode Discussion / Re: A simple idea
« on: September 30, 2013, 08:26:29 pm »
You can kind of do this with labor activation and careful use of claiming, forbiding and dumping.  Also, the utility Dwarf Therapist makes the labors even easier to manage.  You would hop over to DT, disable all roles besides haul refuse (especially easy if you made a custom hauler profession and gave it to, say 5 dwarves) and then jump back to DF, and mass reclaim and mass dump the area in question.

I mean, it would be cool to have a way to prioritize what gets done beyond LIFO and using utilities, but in the mean time there are ways to do it.

444
I recall someone saying the "soul" attributes of a dwarf have some effect on crafting.  So a dwarf with high memory might be more likely to create things from the past, and a dwarf with high social might be more likely to create things based on people they know.  The wiki states that dwarves are likely to base crafts off things or people they like.  These are hypotheticals, I've never tested it. 

I try to "farm" statues by queuing up a few, then melting down the ones that are not masterworks if they are not close to what I wanted.

445
I chuckled at my dorfing, a female fish cleaner.  In my forts that would be immediate reassignment to hauling or the military.  Feel free to do either.  Could you post the description?  I want ot give a journal entry a try.

446
DF Dwarf Mode Discussion / Re: how large should my military be?
« on: September 28, 2013, 05:31:10 pm »
If you are in a non-hostile embark and have decent defenses (multiple layers of bridges, some traps, some fortifications for archers) I find 2 full melee squads and 2 archer squads are good for the first decade or so.  Once you start getting really powerful FBs, sieges with hundreds of goblins, or a siege with nasty ranged squads, then it gets hairy, and you should plan ahead for that.  FBs have nasty syndromes that can lay low your legendary melee dwarves after the battle and ranged enemies will eventually be able to hit past your fortifications. 

One consideration is that once you get further along, new recruits will be rather worthless, but their deaths can cause all sorts of havoc if they are friends with other dwarves.  So train up squads as you have the dwarves to spare. 

447
Whatever works.  My plan is to essentially wait for whenever another save gets posted.  I tried tracing back through the posts, but between all the aborted turns, and your multi-year multi-dorf succession, it was getting tedious to find  what I was looking for (a save that is still viable for a few months with judicious dfhackery if needed and close to the current turn).  This is obviously a me problem, not a thread problem :).  I also won't be touching on the out of game, in-canon stuff.  Once I finish my almanac/history thingy, I'll open it up, or maybe wikify it for others to refer to/build off of/add to.

448
No, I am not trying to recreate Spearbreakers in Minecraft :).  I have started a rather fun way of keeping track of dwarves (Migration, births, deaths, notable events, artifacts) in my own forts, and I want to do the same for Spearbreakers.  That is why I am fishing for a recent save to comb over.  I was hoping to use some database scouring to get at the relevant detail, but so far it looks like my slower and current method of using in-game info may be the only... reliable way of doing so.

So Splint, if you have a recent-ish save, I'd greatly appreciate a copy.  Then in a week or two I should have a nice historic record of the inhabitants of Spearbreakers.  The closer to current it is, the less work I will have to do scouring the forums, and I will be able to present the work.

449
Nice write up for the end of the year/turn.  At first I thought there was going to be forgotten beast induced trauma, but it looks like we are a few dwarves short of the default threshold for FBs.  Next overseer might want to take note of that, regarding doors v raising bridges, and the odds of a FB building destroyer showing up.

I've never breached the caverns so early intentionally, but then again, I almost always take starting locations with running water of some sort and divert into the base.  Depending on how many z levels to the water (I'm assuming about 10 or so based on you description?), it may be easier to just tunnel down some wells, if the next overseer isn't that good with pumps.  Armok knows I'm not, I just use them to train my off-duty military.  In my current monstrosity of a fort, I just put 5 wells in one 3x3 area off the main dining room and a few floors below my hospital.

450
Ok, after trying to make sense of the last few turns and saves, does anyone have a recent-ish save that follows the canon play-through?  Preferably as close to current as possible?

I need it for stupidly complex fan-submission purposes, and the closer to up to date, the better.  Also, has the deceased list been dfhacked?

Pages: 1 ... 28 29 [30] 31 32 ... 34