Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 131 132 [133] 134 135 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 441370 times)

Borge

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1980 on: August 23, 2015, 06:53:10 am »

I remember a while back i accidentally opened a screen that showed me the preferences of all my dwarves, and how many dwarves had a preference for a certain material or food. How do i open this menu again? I think it was Shift + M but doesn't seem to work.
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1981 on: August 23, 2015, 08:25:23 am »

that definitly sounds like 3rd party stuff. dfhack?
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Qasder

  • Escaped Lunatic
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1982 on: August 23, 2015, 08:33:15 am »

Is that any way to cause a siege or change  relations with other civilizations by dfhack?
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1983 on: August 23, 2015, 08:34:11 am »

There IS a forcesiegs command, though I'm not entirely sure how it works.
Logged
One wheel short of a wagon

Arx

  • Bay Watcher
  • Iron within, iron without.
    • View Profile
    • Art!
Re: DF2014 Question and Answer Thread
« Reply #1984 on: August 23, 2015, 09:09:50 am »

There IS a forcesiegs command, though I'm not entirely sure how it works.

Not at all, in the current version of DF. Putnam and MaxTM have had limited success, but no surefire way has yet been found.
Logged

I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1985 on: August 23, 2015, 09:14:42 am »

Sorry, I was thinking of 34.xx, as LW did it.
Logged
One wheel short of a wagon

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1986 on: August 23, 2015, 05:03:35 pm »

Oooooh! @Detros, you need an FB/evil cloud/other which can either affect eyes directly, or blisters, bruises or rots the whole body, which should blind the eyes!
Logged
One wheel short of a wagon

Uggh

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1987 on: August 25, 2015, 06:07:13 am »

Do roads prevent spawning of wagons? The wiki says that natural floor were required.
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1988 on: August 25, 2015, 10:01:32 am »

Wagons can move along roads just fine.  Roads work better than constructing floor tiles since floor tiles require more materials, and work better than soil and dirt since trees can grow on them.
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1989 on: August 25, 2015, 10:02:31 am »

But you cant build on roads :(  No traps, no statues, no walls.  And you cant deconstruct individual tiles; the whole thing has to go
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Loci

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1990 on: August 25, 2015, 02:17:16 pm »

Do roads prevent spawning of wagons? The wiki says that natural floor were required.

No, the wiki says natural-land tiles are required, which means the tiles had to be traversable at embark. For instance, you can't build a bridge out into the ocean and expect caravan wagons to arrive on it. Cast-obsidian-filled valleys and bridges to the map edge above ground level also don't work. In all three cases the caravan wagons can depart via the non-natural-land tiles, they just cannot appear there.

If you have natural-land tiles at the map edge, you can build any caravan-passable buildings on those tiles (e.g. bridges, roads, restraints, etc.).
Logged

Uggh

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1991 on: August 25, 2015, 03:28:42 pm »

Ok, so long as the tile has been passable at the beginning of the game I can build roads or floors on it and wagons will still spawn? Iwas not sure about the wiki entry here. Thanks.
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1992 on: August 26, 2015, 09:30:56 am »

Yes that is correct.

That's one of the main purposes of roads- to have a flat tile where trees can't grow and obstruct a wagon's path.
Logged

FearfulJesuit

  • Bay Watcher
  • True neoliberalism has never been tried
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1993 on: August 27, 2015, 02:13:05 pm »

Booting up a new fort for the first time in months. IIRC, the physics on some weapons doesn't quite work right, so they aren't very effective. What (native Dwarven) weapons are good choices, and which are not?
Logged


@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1994 on: August 27, 2015, 02:14:59 pm »

All default dwarven weapons do pretty well, though people seem to prefer maces to hammers.  Remember that crossbows and their bolts have been nerfed from 34.

You really need the metal bolts to do damage through armor.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
Pages: 1 ... 131 132 [133] 134 135 ... 268