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Messages - ImagoDeo

Pages: 1 ... 14 15 [16] 17 18 ... 51
226
DF Dwarf Mode Discussion / Re: Are old saves new-version compatible?
« on: August 14, 2014, 09:19:19 am »
For best results, during a period of upheaval like this, just restart with a new fort every update. I've resigned myself to it and it's given me a lot of practice building forts and running them for a few years.

227
DF Dwarf Mode Discussion / Re: DF:2014 New plants
« on: August 12, 2014, 11:06:42 pm »
The new plants are kind of weird.

Some grow as vines and must be processed to yield edible/cookable/brewable fruit.
Some grow as vines and cannot be processed, but must be directly eaten/cooked/brewed.
Some grow as individual fruits, and have the same two outcomes.
Some grow as plants requiring processing into usable plant thread and cloth.
Some, like rice, are both seeds and usable food materials at the same time. Potatoes also seem a little odd.

Overall, there are a ton of different ways to use the new plants and fruits. Experimentation is required to narrow down how each functions, exactly. Plenty of room for science.

228
The RNG is a harsh mistress.

Indeed.

EDIT: OH GOD THE PEACHICKS!

*FPS DEATH*

'Twas likely to happen sooner or later.

Is there any way to increase the population cap of individual animal types? A split of 20/20 M/F would provide better data to evaluate the 75/20/5 theory, but with only 10 additional slots for children, I doubt the numbers would line up.

Toady said something about the orientation tags a few weeks ago. Let me see... ah... this thread, page 10. (direct link to post)

And here is a good explanation of the mechanics behind orientation tags.
Spoiler: Full Quote (click to show/hide)

229
with evil rain comes thralling clouds
be prepared to get murderboned by zombie something or others

Not necessarily.

I approve of Panando's method outlined above. It is not 100% absolutely safe for your miners, but if you put doors on the access shaft then it minimizes the risk of flooding. I could diagram the method for you if you want.

230
DF Dwarf Mode Discussion / Re: Random falling death?
« on: August 11, 2014, 12:12:51 am »
Stairs count as an air block so far as a falling creature is concerned. I found that out the hard way when my best carpenter and mason both took a nose-dive down fifteen or so z-levels when my masons deconstructed some stairs underneath them. The mason died on the spot but the carpenter lived long enough to die an agonizing death of bleeding out. I didn't have a hospital at the time.

I would suggest you check to see what could have caused a fall in that spot. Could the child have been 1) climbing, 2) standing where another dwarf was deconstructing, or 3) dodging for some reason into open air? Any of those could potentially cause a fall. Lastly, check for wildlife, tame animals, and sparring. Wrestling is once again notorious for causing sparring injuries, and I've heard of dwarves getting involved in sparring when another dwarf is tossed into or dodges into their tile.

231
DF Dwarf Mode Discussion / Re: Operation Pick Rescue
« on: August 11, 2014, 12:08:38 am »
I usually embark with one. And nothing else.

Just for fun.

232
It seems whips are as overpowered as ever. Makes me want to train a squad of lasherdwarves.

So far I haven't gotten far enough to worry about real fortress defense. I've barely managed to get things up and running in the food, drink, and accomodations departments. This is partly due to a d_init.txt issue I had and partly due the fact that Toady's been updating quite frequently.

At the moment, I just narrowly avoided flooding my entire fortress due to a small mishap with an aquifer. My best miner nearly drowned, too. Good thing climbing exists now, or that would've been very messy. The fort's only pick and only legendary miner... mm. I suppose a one-pick challenge may not be the best way to start out when I still haven't built a real fort in .40 yet, but whatever. I'm considering methods to weaponize the aquifer. Suggestions would be appreciated.

233
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: August 10, 2014, 08:56:42 pm »
What have you observed that indicates attributes are not being inherited?

I have observed a definite lack of inherited traits. So far as I am aware, each child is simply assigned a random set of traits upon entrance into the world. Parentage has not made an immediately apparent difference in any case I have observed. If I could be proven wrong on this, I'd be very very happy, because then dwarven eugenics can really take off.

234
DF Dwarf Mode Discussion / Re: No Migrants
« on: July 29, 2014, 11:14:32 pm »
Yeah, probably not.

So long as nothing broke, I assumed it was fine. Ah well.

235
DF Dwarf Mode Discussion / Re: No Migrants
« on: July 29, 2014, 11:04:55 pm »
The initialization file doesn't have that. I've been copying and pasting my init files from release to release from 40.01 until now. What would I have to add to fix that?

236
DF Dwarf Mode Discussion / Re: No Migrants
« on: July 29, 2014, 10:57:35 pm »
I'm not using any mods. I'm planning not to until Toady has a finalized stable release and DFHack updates to the latest version.

237
DF Dwarf Mode Discussion / [Fixed] No Migrants
« on: July 29, 2014, 10:34:33 pm »
I think a few people had this issue several patches ago but it's hitting me pretty hard now. I have received no migrants at all, and it's already spring of my second year. I have received the proper caravans, including from my dwarven mountainhome, but no further reinforcements to swell my ranks.

I didn't even get the supposed 'hard-coded' waves. It's really beginning to get me down, since I've got at least a dozen labors enabled on each dwarf under my command right now, and they're all slowly becoming masters of twelve or thirteen different trades to sustain trade, defense, and productivity in my fort.

Does anyone know how I can fix this, or is it a programming bug?

238
DF Dwarf Mode Discussion / Re: Vampire tips and tricks
« on: July 27, 2014, 01:16:44 am »
One of the main issues with vampires is that they eventually slow down due to sobriety enforced by their [NO_DRINK] tag. In the past, I ran a very successful vampire-only fort with around 180 vamps who all had that tag removed by modifying dwarf blood to remove it. Since everyone drank dwarf blood to become a vampire, the [NO_DRINK] tag was also stripped at that time.

It makes a fort ridiculous, because every dwarf becomes extremely strong, friendly to undead units, [NO_EAT], and [NO_SLEEP]. I highly recommend it, but make sure you have a way of avoiding the effects of every job being completed in half the time. My fort eventually suffered a massive tantrum spiral when the entire fort became friends with one another and then one dwarf died of thirst when a mood failed. I tried to recover by chaining malcontents and letting everyone slack off in the dining room with the mist generators on, but two more dwarves went melancholy before I stabilized and they later brought the population down to nineteen or so.

Tragedy training is a must for any fort, especially one where - due to vampiric hyperefficiency - dwarves will have a lot of friends.

239
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 26, 2014, 11:06:52 pm »
I'm happy to return and find that the thread has more-or-less exploded in my absence. !!SCIENCE!! is proceeding apace, it would seem, despite the spotty updates and frequent crashes of various kinds.

I believe we have enough preliminary data to say that:

  • It is unknown whether or not children are at high risk to danger room-type mechanics. Results have varied.
  • Pathing seems to be a significant issue when attempting to train swimming/climbing.
  • Modding in additional children seems to be a good way to enable large-scale testing.


I would add that dwarven eugenics is entirely unproven. So far as I have been able to tell, no dwarf inherits any traits of any kind from their parents. That may have changed from DF2012 to DF2014, but I doubt it. It would probably be in the patch notes. Eugenics is probably impossible.

I'm hoping to start with 40.05 tomorrow when Toady releases it and start a new fort for the purpose of testing. I'll probably disable invaders for the sake of science. I've been traveling for the last few weeks, which is why I've been mostly absent from the thread.

240
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 15, 2014, 12:51:59 pm »
I'll try to work it up in a new fort and see if it works out ok still, and post up my findings and everything else then.

Sounds good. I'm planning several projects, one of which involves a light danger room-type setup as Staalo tried. I'll post again here when I have some more information, screenshots, and maybe preliminary results.

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